COMMAND SEAL ADDONS

The base document of the command Seal class mod gives content based on two of the most popular parts of the Nasuverse, Fate/Stay Night and Fate/Zero, this document provides more content based on other entries, namely Fate/Extra, Extra CCC, Strange Fake, a bit of Fate/ Type Redline and Grand Order, and some of Tsukihime and Kara No Kyoukai thanks to Extra.

Heroic Spirit Classes

Alter-Ego

Special: When you take alter-ego as your Heroic Spirit class, you must choose another class as the “Original”.
Summon type: Same as the Original.
Thoughness: Same as the Original, can be increased by +2 if the Chakra Dice are reduced by the same amount, and increasing hit die 1 step (d6>d8>d10>d12>d12+1).
Hit Dice: Same as the Original.
Chakra Dice: Same as the Original, can be increased 1 step if the Hit Dice are reduced by the same amount (d6>d8>d10>d12>d12+1) and the Toughness by -2.
Saving Throws: Same as the Original
Skill Proficiencies: Same as the Original, loses 2 skills
Weapon Proficiencies: All Simple Weapons, all martial weapons
Armor Proficiencies: Light Armor, Medium Armor, Heavy Armor
Alter-ego Heroic Skill: Alter-ego gains its original class skill at D-rank, the Skill becomes C-rank at Heroic Spirit level 9, and B-rank at Heroic Spirit level 17. Alter-ego counts as its original class for the purpose of skill requirements.
All Jutsu Save DC: Same as the Original
All Jutsu attack bonus: Same as the Original
Alter-Ego Jutsu Ability: Same as the Original
Extra Power: Starting at Heroic Spirit level 5, Alter-ego leave their versatility behind, in a bid to gain more power, increase all ability scores by +2.
Supreme Force: Starting at Heroic Spirit level 11, Alter-ego has reached a greater eight in raw power, Damage rolls made by alter-ego that add an ability modifier may add their respective ability modifier two more times. This trigger once per attack.

Avenger

Summon type: Humanoid, Dragon, Carnivorian, or Primate
Thoughness: 8
Hit Dice: d8
Chakra Dice: d12
Saving Throws: Strength, Dexterity, Charisma, Intelligence
Skill Proficiencies: Martial Arts or Ninshou; History, Deception, sleight of hand
Weapon Proficiencies: All Simple Weapons, All Martial Weapons
Armor Proficiencies: Light Armor, Medium Armor
Avenger Heroic Skill: You start with one of Oblivion Correction, Avenger or Self-Replenishment skill at D-rank, the rank of this skill increases at the same time as your Heroic Spirit’s, up to S-rank.
All Jutsu Save DC: 8+your prof + creature dexterity or Intelligence
All Jutsu attack bonus: dexterity or intelligence + your proficiency
Avenger Jutsu Ability: Avenger is able to cast bukijutsu that require a bludgeoning, piercing, or slashing weapon (choose one, this cannot be changed later), fire release ninjutsu and genjutsu that give conditions or grant malus to the target’s ability scores or rolls.
Extra attack: Starting at Heroic Spirit level 5, Avenger can attack twice, instead of once, whenever it takes the Attack action on your turn.
Supreme Hatred: Starting at Heroic Spirit level 11, Avenger Increases the critical threat range and maximum critical threat range of its weapon and jutsu attacks by +2.

Beast

Summon type: Humanoid, Demon, Undead or Monstrosity
Thoughness: 12
Hit Dice: d12
Chakra Dice: d8
Saving Throws: Strength, Constitution, Intelligence, Wisdom
Skill Proficiencies: Chakra Control, Martial Arts, Athletics, History
Weapon Proficiencies: All Simple Weapons, All Martial Weapons
Armor Proficiencies: Light Armor
Beast Heroic Skill: You start with one of Independent Manifestation or Authority of the Beast skill at D-rank, the rank of this skill increases at the same time as your Heroic Spirit’s, up to S-rank.
All Jutsu Save DC: 8+your prof + creature Strength or Constitution
All Jutsu attack bonus: Strength or Constitution + your proficiency
Beast Jutsu Ability: Beast is able to cast Taijutu, Genjutsu and Fire release ninjutsu.
Extra Attack: Starting at Heroic Spirit level 5, beast may attack twice, instead of once, when taking the attack action on its turn.
Supreme Destruction: Starting at Heroic Spirit level 11, Beast adds one more time its strength modifier to weapon and jutsu damage rolls.

Foreigner

Summon type: Humanoid, Carnivorian, Insectoid or Amphibian.
Thoughness: 8
Hit Dice: d8
Chakra Dice: d12
Saving Throws: Intelligence, Wisdom, Charisma, Constitution
Skill Proficiencies: Chakra Control, Ninshou, Illusion, History
Weapon Proficiencies: All Simple Weapons
Armor Proficiencies: Light Armor
Foreigner Heroic Skill: You start with one of Existence Outside Domain or Divinity D-rank, the rank of this skill increases at the same time as your Heroic Spirit’s, up to S-rank.
All Jutsu Save DC: 8+your prof + creature Wisdom or Charisma
All Jutsu attack bonus: Charisma or Wisdom + your proficiency
Foreigner Jutsu Ability: Foreigner is able to cast genjutsu, ninjutsu with the fuinjutsu keyword and earth release ninjutsu.
Outer Knowledge: Starting at Heroic Spirit level 5, foreigner becomes immune to chakra damage and ignores the CM component.
Supreme Mind: Starting at Heroic Spirit level 11, foreigner becomes immune to mental conditions and ignores the HS component.

Moon Cancer

Summon type: Humanoid, Avian, Insectoid, or Amphibian
Thoughness: 6
Hit Dice: d6
Chakra Dice: d12+1
Saving Throws: Constitution, Intelligence, Wisdom, Charisma
Skill Proficiencies: Chakra Control, Crafting, Ninshou, Persuasion or Intimidation
Weapon Proficiencies: All Simple Weapons
Armor Proficiencies: Light Armor
Moon Cancer Heroic Skill: You start with one of Ninjutsu Resistance, Item Construction or Territory Creation at D-rank, the rank of this skill increases at the same time as your Heroic Spirit’s, up to S-rank.
All Jutsu Save DC: 8+your prof + creature Intelligence or Charisma
All Jutsu attack bonus: Charisma or Intelligence + your proficiency
Moon Cancer Jutsu Ability: Moon Cancer is able to cast non-elemental ninjutsu, ninjutsu with the medical keyword and ninjutsu of one nature release of your choice (the nature can be changed as part of a long rest).
Spirit Hacking: Starting at Heroic Spirit level 5, Moon Cancer gains a flight speed equal to its movement speed.
Supreme Augmentation: Starting at Heroic Spirit level 11, moon cancer gains 4 additional skill Points.

Pretender

Summon type: Humanoid, Dragon, Insectorid, or Herbivorian
Thoughness: 8
Hit Dice: d8
Chakra Dice: d12
Saving Throws: Dexterity, Constitution, Wisdom, Charisma
Skill Proficiencies: Performance, Stealth, Sleight of Hand, Deception
Weapon Proficiencies: All Simple Weapons
Armor Proficiencies: Light Armor, Medium Armor
Pretender Heroic Skill: You start with one of Independent Action or Territory Creation at D-rank, the rank of this skill increases at the same time as your Heroic Spirit’s, up to S-rank.
All Jutsu Save DC: 8+your prof + creature dexterity or Charisma
All Jutsu attack bonus: Charisma or dexterity + your proficiency
Pretender Jutsu Ability: Pretender is able to cast genjutsu, jutsu with the sensory keyword and ninjutsu with the fuinjutsu keyword.
Nameless' Blessing: Starting at Heroic Spirit level 5, pretender can learn one skill of its choice, ignoring class requirements. It must still spend the required skill points.
Supreme Faker: Starting at Heroic Spirit level 11, Pretender gains one additional Noble Phantasm, ignoring any requirements but level requirements.

Ruler

Summon type: Humanoid, Avian, Carnivorian, or Amphibian
Thoughness: 10
Hit Dice: d10
Chakra Dice: d10
Saving Throws: Dexterity, Constitution, Intelligence, Wisdom
Skill Proficiencies: Chakra Control or Athletics, Persuasion, Intimidation, Perception.
Weapon Proficiencies: All Simple Weapons, all martial weapons
Armor Proficiencies: Light Armor, Medium Armor
Ruler Heroic Skill: You start with one of Genjutsu Resistance, True Name Discernment or God’s Resolution skill at D-rank, the rank of this skill increases at the same time as your Heroic Spirit’s, up to S-rank.
All Jutsu Save DC: 8+your prof + creature Charisma or Wisdom
All Jutsu attack bonus: Charisma or Wisdom + your proficiency
Ruler Jutsu Ability: Ruler is able to cast bukijutsu that require a piercing, slashing or bludgeoning weapon (pick one, this cannot be changed later), jutsu with the fuinjutsu keyword, and ninjutsu that buff their allies.
Extra attack: Starting at Heroic Spirit level 5, Ruler can attack twice, instead of once, whenever it takes the Attack action on your turn.
Supreme Arbiter: Starting at Heroic Spirit level 11, ruler gain proficiency in charisma saving throws, and takes half as much damage on a success and no damage or conditions on a fail.

Savior

Summon type: Humanoid, Sage Beast or Monstrosity
Thoughness: 10
Hit Dice: d10
Chakra Dice: d10
Saving Throws: Wisdom, Charisma, Dexterity, Constitution
Skill Proficiencies: Persuasion, Acrobatics, History, Ninshou or Martial Arts.
Weapon Proficiencies: All Simple Weapons.
Armor Proficiencies: Light Armor.
Savior Heroic Skill: You start with the Counter Hero skill at D-rank, the rank of this skill increases at the same time as your Heroic Spirit’s, up to S-rank. Alternatively, you can resind a rank increase to instead increase your charisma ability score by +2, up to your maximum.
All Jutsu Save DC: 8+your prof + creature Charisma or Constitution
All Jutsu attack bonus: Charisma or Constitution + your proficiency
Savior Jutsu Ability: Savior is able to cast ninjutsu with a range of self, ninjutsu of one nature release of your choice (this cannot be changed later) and ninjutsu with the medical keyword.
Life of Suffering: Starting at Heroic Spirit level 5, when savior cast an healing jutsu, the target heal 1d6 additional hit point per jutsu rank.
Supreme Enlightenment: Starting at Heroic Spirit level 11, when Savior deals damage, it gains a number of temporary hit points equal to half of the damage dealt.

Shielder

Summon type: Humanoid, Amphibian, Insectoid or Rodent
Thoughness: 14
Hit Dice: d12+1
Chakra Dice: d6
Saving Throws: Dexterity, Strength, Constitution, Wisdom
Skill Proficiencies: Survival or Medicine, Chakra Control, Athletics.
Weapon Proficiencies: All Simple Weapons.
Armor Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields.
Shielder Heroic Skill: You start with one of Ninjutsu Resistance, Genjutsu Resistance, or Self-Defense Field skill at D-rank, the rank of this skill increases at the same time as your Heroic Spirit’s, up to S-rank.
All Jutsu Save DC: 8+your prof + creature Dexterity or Constitution
All Jutsu attack bonus: Dexterity or Constitution + your proficiency
Shielder Jutsu Ability: Shielder is able to cast taijutsu with a range of self, bukijutsu with a range of self, ninjutsu with a range of self, and earth release ninjutsu.
Extra Guard: Starting at Heroic Spirit level 5, Shielder gains an additional reaction per round.
Supreme Defense: Starting at Heroic Spirit level 11, shielder gains a +3 bonus to all saving throws.

Heroic Skills

Aesthetics of the Last Spurt (New)

A-rank
Requirements: Dex 16+
Description: Your heroic spirit does not care about starting last, as it will quickly catch up to their opponents. You may command your heroic spirit as a reaction, to a creature taking any action. The Heroic Spirit may move and spend spend its action and bonus action on the current turn, regardless of initiative count. After commanding your Heroic Spirit this way, you cannot command it as a bonus action or free action until the end of your next turn.

Affection of the Goddess (New)

D-rank
Requirements:
Description: Your heroic spirit . Choose one ability score. Your servant increases the chosen ability score by +2. The maximum of this score also increases by +2.
At Higher Ranks: For each rank above D-rank, chose one additional ability score.

Aurea Poculum

D-rank
Requirements: Moon Cancer, or int 18+ Description: Your Heroic Spirit can call upon the powers of a minor wish granting device. As an action, it can cast one ninjutsu it can learn, with a casting time of one action or bonus action at no cost, the jutsu must be of the same rank as this ability or lower. Your Heroic Spirit may use this skill once per short rest.
At Higher Ranks: for each rank above D-rank, increase the rank of the jutsu it can cast.

Authority of the Beast

D-ranks
Requirements: Beast
Description: Your Heroic Spirit has a grudge against humans and their kind, damage rolls made by your Heroic Spirit deal an additional 1d6 damage to humanoids.
At higher ranks: For each rank above D-rank, increase the damage bonus by +1d6.

Avenger

D-ranks
Requirements: Avenger
Description: Your Heroic Spirit is a spirit of vengeance, this fact will make it more powerful the more hate it has endured. For each 5 points of damage your Heroic Spirit receives in a single hit, it regains 1 chakra point.
At Higher Ranks: For each rank above D-rank, reduce the damage needed to recover chakra by 1.

Baptism Rite (New)

D-rank
Requirements: Wis or Cha 15+
Description: Your Heroic Spirit known a ritual that can be used to heal the sick or condemn the wicked. As an action, your heroic spirit touches one willing creature to heal it 6d4 hit points and end one condition currently affecting it. As a bonus action after it hits with a weapon or jutsu attack, your servant may force an affected creature to make a charisma saving throw against their Noble Phantasm DC, taking 6d4 true damage on a failed save, half as much damage on a success. Undead creatures take double damage. A creature reduced to 0 hit points dies, unable to be revived or raised as undead.

This skills has one free use. Each use after the first cost 5 chakra.

At Higher Ranks: For each rank above D-rank, increase this skill's healing and damage dice 1 step and its free uses by 1.

Counter Hero

D-rank
Requirements: savior
Description: As a bonus action, your Heroic Spirit may send a wave of calmness to reduce the fighting force of its rivals, all creatures of your choice within a 60ft radius centered on you must make a constitution saving throw becoming unable to use jutsu of D-rank or less. A creature affected by this skill can make a Constitution saving throw at the end of each of their turns, ending this effect on a success, a creature that succeed its saving throw gains advantage against this skill for the next 24 hours.
At higher ranks: for each rank above D-rank, increase the highest affected jutsu rank by the same amount. Starting at S-rank, your Heroic Spirit can choose to disable arts instead of jutsu.

Crossing Arcadia (New)

D-rank
Requirements: Dex or Str 16+
Description: Your heroic spirit is an adept traveller that manages to move freely between the most rough paths, it ignores difficult terrain and may pass through spaces occupied by other creatures freely, even hostile creaturesas, as long as it ends its movement in a valid space.
At Higher Ranks: starting at C-rank, it gains a climbing and swimming speed equal to its movement speed, and its jump distance is doubled. Starting at B-rank, its jump distance is tripled, it no longer requires to make checks to clear obstacles or land on its feet, and gain immunity to fall damage.

Curse Arts

C-Rank
Requirement: the ability to cast ninjutsu
Description: Your Heroic Spirit lashes its ninjutsu with some forbidden techniques. Ninjutsu cast by your Heroic Spirit ignore resistance.
At higher ranks: Starting at B-rank, ninjutsu cast by your Heroic Spirit ignore threat immunity as resistance, starting at S-rank, they ignore immunity and their damage cannot be reduced by any more than 5.

Demon King

D-ranks
Requirements: Cannot have divinity
Description: Your Heroic Spirit has been labeled as a devil, and it likes the sound of it. Increase your Heroic Spirit’s chakra maximum by an amount equal to its level.
At Higher ranks: Starting at C-rank, and again at A-rank, your Heroic Spirit gains +1 to all attack and damage rolls. Starting at B-rank, choose between Demon and Undead, your Heroic Spirit counts as that creature type, in addition, double the bonus to your Heroic Spirit’s chakra maximum granted by this skill. Starting at A-rank, your Heroic Spirit loses its original creature type and gains a fly speed equal to its movement speed.


Demonic Defender of the State (New)

D-rank
Requirements:
Description: Your heroic spirit represents an ancient king, its dormand power brought back to protect its homeland. Choose one Noble Phantasm of the relic category, that your heroic spirit has. Increase the number of uses of the chosen relic by 1.
At Higher Ranks: For each rank above D-rank, increase the amount of uses that relic has by 1.

Discernment of the Poor

C-rank
Requirements:Wisdom or Charisma 15+
Description: Your Heroic Spirit has an easy time discerning lies from the truth. Your Heroic Spirit is always aware if it is under the effects of a Genjutsu regardless of the keyword and automatically succeed wisdom (insight) checks to know if a creature is lying.

Disciple of Spirits

D-ranks
Requirements: Charisma 15+
Description: Your Heroic Spirit has studied the illusions with the master of the craft, increase the DC of Genjutsu cast by your Heroic Spirit by +1.
At higher ranks: For each rank above D-rank, increase the DC of Genjutsu cast by your Heroic Spirit by +1

Distortion

D-ranks
Requirements: Constitution 15+
Description: Your Heroic Spirit has been altered in some way by a foreign force, it gains one class skill from the class skill list of another class, it also losses one rank of its own class skill.
At higher ranks: For each rank above D-rank, increase the rank of the alternate class skill by the same amount. Starting at B-rank, and again at S-rank, your Heroic Spirit loses 1 level of its original class skill.

Domina Coronam

D-ranks
Requirements: Moon Cancer, ruler or savior
Description: Your Heroic Spirit can alter reality to turn harmful events into “something that did not happen”, as a reaction to taking damage or receiving a condition from a jutsu of D-rank or less, your Heroic Spirit can spend 5 chakra to negate the jutsu.
At Higher Ranks: For each rank above D-rank, your Heroic Spirit can use this skill against jutsu of one higher rank, increasing the chakra cost by 5 for each rank above D-rank, starting at S-rank, arts can be negated for 30 chakra.

Double Summon (New)

D-rank
Requirements:
Description: Your heroic spirit has properties common to two classes. Choose one heroic class other than your own. You lose one rank of your class skill and gain 2 ranks of of a class skill of the other class.
At Higher Ranks: For each rank above D-rank, reduce your own class skill by 1 rank, and increase the other class' skill by 2 ranks, up to S-rank. Starting at C-rank, you count as the other class for the purposes of skill and Noble Phantasm requirements. Starting at B-rank, you may choose to replace your class' 11th level feature with the one granted by the other class.

Dragon Slayer (New)

C-rank
Requirements:
Description: Your heroic spirit is a famous warrior that killed a great beast. Choose one creature type other than humanoid, your heroic spirit gains resistance to damage caused by creatures of that type.
At Higher Ranks: Starting at B-rank, you deal 2 additional dice of damage on weapon attacks and jutsu, starting at A-rank you instead threat the chosen creature type as vulnerable to your weapon attacks and jutsu.

Elemental Chakra Burst

C-rank
Requirements: Strength 15+, proficiency in a martial weapon, one nature release
Description: Choose one nature release your Heroic Spirit knows, it can send that nature as a wave of chakra as part of their attacks. When it hits with a weapon attack, it can spend 5 chakra to change the damage to its nature release's damage and increasing the damage by 4d8.
At higher ranks: For each rank above C-rank, increase the damage by 2d8. Starting at B-rank, your Heroic Spirit can use this burst defensively, as a reaction to taking damage, reducing the damage dealt by the result, starting at A-rank, your Heroic Spirit can use the burst as a bonus action, gaining a flying speed equal to the result, rouned up to the nearest 5 or 0, your Heroic Spirit must finish its turn on the ground or it will start falling.

Enchant (New)

D-rank
Requirements: Ability to cast ninjutsu.
Description: Your heroic spirit can turn any mundane object into a magical weapon of power. It may spend 1 hour enhacing one mundane weapon (without enhancement seals or other chakra-based effects) to make the weapon unbreakable and grant it a +1 bonus to attack and damage rolls made with the weapon and bukijutsu cast using the weapon as a component. You may have one weapon enhanced this way at a time. If the weapon gains enhancement seals or similar effects, it loses any bonuses granted by this skill, but the weapon can still be enhanced with jutsu.
At Higher Ranks: For each rank above D-rank, increase the bonus to attack and damage rolls by +1.

Enlightenment of the Sacred Fig

B-Rank
Requirements: Savior, or wis 18+
Description: when gaining a condition, your Heroic Spirit may spend 10 chakra and become immune to the triggering condition until the end of the current next turn.
At higher ranks: Starting at S-rank, your Heroic Spirit may use this ability as a free action

Era Observation

D-ranks
Description: Your Heroic Spirit seems to have a good way to deal with the passing of time, while you are within 60ft of your Heroic Spirit, you gain a +1 bonus to initiative and cannot be surprised, in addition, your Heroic Spirit gains proficiency in all weapons and tool invented within the last 20 years.
At Higher ranks: For each rank above D-rank, increase the bonus to initiative by +1.

Evaporation of Reason (New)

Special
Requirements:
Description: Your heroic spirit is skillfull, but not very sane, it gains 3 additional skill slots. But once per combat, at the DM's choice, the heroic spirit will reveal your plans to the enemy with a slip of the tongue. Until the end of the current turn, all hostile creatures gain advantage on saving throws and attack rolls.

Existence outside the Domain

D-ranks
Requirements: Foreigner
Description: Your Heroic Spirit is linked to a creature from beyond the boundaries of space and time, a relation not unlike the one with a sealed beast, your Heroic Spirit gains a pool of 20 foreign chakra. Foreign chakra works like normal chakra, your Heroic Spirit recovers all foreign chakra spend as part of a long rest. For every 1 foreign chakra spend casting a Noble Phantasm, you treat the chakra spend as 2.
At higher ranks: For each rank above D-rank, increase your Heroic Spirit’s foreign chakra maximum by +20. Starting at B-rank, when casting a Noble Phantasm, your servant can double its cost so you do not pay chakra.

Familiar (New)

D-rank
Requirements: Caster, or int 16+
Description: Your heroic spirit is accompained by an artifical creation of their design. Choose one jutsu of the same rank as this skill, with the Beast imitating art prefix, whose duration is longer than instant. Your heroic spirit becomes able to spend 10 minutes to cast this jutsu at its base rank, and when cast this way, the jutsu no longer requires concentration, and its duration becomes permanent, until dispelled.

If the jutsu requires a bonus action to command a creature, you or your servant can spend this bonus action.
At Higher Ranks: Each time you increase the rank of this skill, jutsu cast with it previously ends, and you become able to choose one one jutsu of the skill's new rank, jutsu obtained previous with this skill are lost.

Fifth Form

B-ranks
Description:Your Heroic Spirit is a user of an ancient fighting style that is far superior to any current style. When your Heroic Spirit takes the attack action it can make an additional melee attack.

Additionally, if your Heroic Spirit cast a Bukijutsu or taijutsu that requires it to make two or more attacks, it makes 1 additional attack.

Finesse Improvement

C-rank
Description:Your Heroic Spirit has perfected his technique to a point where each of his attacks is more deadly than the last. For each successful hit with a weapon attack, increase your critical threat range by +1 until the end of your next turn.

Galvanism (New)

C-rank
Description: Your heroic spirit can convert chakra and electricity into energy, your Heroic spirit becomes able to learn jutsu with the lightning release keyword, and it gains resistance to force and lightning damage.
At Higher Ranks: Starting at B-rank, When it would take damage from a jutsu, it regain chakra equal to the jutsu's rank, and if it takes damage from a jutsu that deals lightning or force damage, it regains chakra equal to half the jutsu's cost.

God’s Resolution

D-ranks
Requirements: Ruler
Description: A Ruler can connect with any summoned creature it finds, and make it obey its will. Once per long rest, your Heroic Spirit can spend a bonus action to give an order to a Heroic Spirit, Summoned creature, clone or chakra construct, the target must follow the given order until the end of your next turn, even if this order contradicts one given by its original master. Your Heroic Spirit can keep concentration on this skill, spending a bonus action to give another order and extending its control until the end of your next turn. Bonus action spend while concentrating do not count towards this skill's use limite
At Higher Ranks: For each rank above D-rank, your Heroic Spirit gain 1 additional use of this ability per long rest.

Gourmet

D-ranks
Description: Your Heroic Spirit is adept at abilities related to cooking, it gains one of the following feats: Chef, Gourmand, Herbalist, Alchemist, or Chemist. Your Heroic Spirit still needs to fulfill the requirements of the feat before being able to take it.
At Higher ranks: For each rank above D-rank, your Heroic Spirit may pick another feat. Starting at B-rank, it can resind the feat to gain expertise in a tool it is proficient with.

Honor of Suffering (New)

D-rank
Requirements: Con 18+
Description: Your heroic spirit makes it easier to heal its wounds, as its body becomes a living conduit for medical jutsu. Your heroic spirit recovers 2 hit points at the start of each of your turns. Jutsu and features that would restore hit points or end a condition on your heroic spirit reduce their cost by -1 (minimum 0).
At Higher Ranks: for each rank above D-rank, reduce the cost of jutsu that would heal you by -1, and increase your heroic spirit's regeneration by +2.

Human Observation

C-rank
Requirements: Intelligence 15+
Description: Your Heroic Spirit has an Eidetic Memory, it can hypothesize livelihoods, likes and lifestyles based on the simplest interactions. If your Heroic Spirit can interact with a creature for at least 1 minute it gains knowledge of its Background and Class levels or Role and Challenge Level (if any).
At higher ranks: Starting at B-rank, your Heroic Spirit learns the target’s Ability Scores and its 3 most commonly used jutsu, starting at A-rank it learns its Bonus to Saving Throws and up to 3 features (determined by the dm). Each rank also increases the intelligence requirement by +2

Illusion

B-ranks
Requirements: Wisdom 15+.
Description: Your Heroic Spirit can weave genjutsu that can fool even those with no mind, Psychic damage your Heroic Spirit deals ignores resistance and threat immunity as resistance.
At higher ranks: Psychic damage, Starting at A-rank Psychic damage ignores resistance and immunity

Information Erasure (New)

B-rank
Requirements:
Description: Your heroic spirit is hard to pin down, being able to not leave a trace or to show any weakness. is immune to critical hits from attack that didnt score a natural 20, and it cannot have its d20 rolls reduced due to jutsu effects. In addition, its jutsu and noble phantasm cannot be analyzed (for example, the Read the Enemy action) or copied.

Innocent Monster

D-rank
Requirement: Amphibian, Avian, Insectoid, Rodent, Carnivorian, Dragon, or Primate
Description: Your Heroic Spirit has characteristics more akin to beast than to man, it can pick one feature from the Innocent Monster table.
At higher ranks: for each rank above D-rank you can pick an additional feature.

Innocent Monster table
Feature Description
Wings Your Heroic Spirit gains a flying speed equal to its walking speed.
Fins Your Heroic Spirit gains a swimming speed equal to twice its walking speed.
Tail Your Heroic Spirit gain a natural weapon that deals 1d8 bludgeoning damage and has the finesse and reach properties
Horns Your Heroic Spirit gains a natural weapon that deals 1d6 piercing damage and adds twice its strength to damage rolls
Fangs Your Heroic Spirit gains a natural weapon that deals 1d12 piercing damage and causes one rank of bleeding on a hit.
Scales While not wearing armor, your Heroic Spirit’s AC is calculated in this way: 15 + Dex or Con + half prof.
Claws Your Heroic Spirit gains a natural weapon that deals 1d10 slashing damage and has the finesse, multiattack and unarmed properties.
Extra Arms Your Heroic Spirit has 2 additional arms that it can use to hold items
Night Eyes Your Heroic Spirit gains 120ft of darkvision.
Aura Sense your Heroic Spirit gains 60ft of chakra sight
Ghost Vision your Heroic Spirit gains 30ft of truesight
Keen Smell/Hearing Your Heroic Spirit gains 30ft of blindsight and advantage on perception checks based on smell or sound (pick one)
Extra Eyes Your Heroic Spirit gains advantage on perception checks based on sight and it cannot be flanked.

Innovation

C-ranks
Requirements: Cannot have divinity, cannot be from the savior, foreigner, ruler class.
Description: Your Heroic Spirit is a force of progress, fighting back against myths. weapon attacks, taijutsu, and bukijutsu cast by your summon deal an additional die of damage against Sage Beast, Demons, Celestials, Monstrosities and Undead.
At Higher ranks: Starting at A-rank, your Heroic Spirit instead threat the aforementioned creature type as vulnerable to its weapon attacks, taijutsu and bukijutsu.

Imperial Privilege

B-rank
Description: Your Heroic Spirit has a desire to have every possible talent and ability, it gains up to 3 skills proficiencies or D-rank Heroic Spirit skills it qualifies for, you can change these skills and proficiencies as part of a short rest.
At higher ranks: For each rank above B-rank, increase the number of proficiencies or skills by +2.

Independent Manifestation

Especial
Requirements: Beast
Description: Your Heroic Spirit is not one to frolic with humans, it gains +4 skill points, and stays permanently Powered, but it becomes unable to return to its pocket dimension and your relation can never go beyond 1.

Independent Manifestation (Alternative)

Especial
Requirements: Beast
Description: Your Heroic Spirit is not one to frolic with humans, it gains +4 skill points, and stays permanently Powered, but it becomes unable to return to its pocket dimension and whenever its hp is reduced to 0, you gain 3 ranks of master's fatigue.

It can’t be helped

D-ranks
Description: Your Heroic Spirit can go to great lengths to make sure its attacks will work. As a bonus action, your Heroic Spirit may spend 6 hit points to gain a +1 bonus to its next attack and damage roll.
At higher ranks: for each rank above D-rank, reduce the hit point cost by -1.

Like a Vain Dream

B-ranks
Description: Your Heroic Spirit as a flickering connection to this world, something it can use to its advantage, as a reaction to taking damage, your Heroic Spirit may spend a 5 Chakra to become immune to all damage until the end of the current turn.

Lionheart

D-ranks
Requirements: Charisma 15+
Description: Your Heroic Spirit has an ability to come up with rousing speeches in no time. As an action, your Heroic Spirit may speak words of courage to your allies, all creatures of your choice within 30ft of lose one rank of fear or charm, all hostile creatures inside this area must make a Charisma saving throw against their Noble Phantasm DC, gaining the same amount of charm or fear. It may do this a number of times equal to its charisma modifier per long rest.
At higher ranks: For each rank above D-rank, increase the number of ranks of fear or charm by 1.

Masochistic Constitution

B-rank
Requirements: Constitution 15+
Description: Your Heroic Spirit seems to like fighting, a little too much… For each attack that hits your Heroic Spirit, it can make one additional melee weapon attack as part of the attack action on your next turn.

Master of All Trades

D-ranks
Description: Your Heroic Spirit has a knack to make things right on its first try, when it fails an skill check, it may choose to reroll it, this can be done a number of times equal to its intelligence or charisma modifier (whichever is higher) per long rest.
At Higher ranks: for each rank above D-rank, increase the number of uses of this skill by +1, starting at B-rank, Your Heroic Spirit may use choose to roll with proficiency in a skill it doesn’t have proficiency.

Melt Virus

D-rank
Description: Your Heroic Spirit has laced its attacks with a deadly virus. As a bonus action after a successful hit with a weapon or taijutsu attack roll, your Heroic Spirit may spend 5 chakra, granting a rank of corroded to the target.
At higher ranks: or each rank above C-rank, increase the ranks of corroded by +1.

Mental Disorder

A-rank
Requirement: Mad Enhancement
Description: Your Heroic Spirit isn’t in the best state of mind, although it can use this to its advantage. Your Heroic Spirit becomes immune to the berserk condition, resistance to psychic damage and the concussed and confused conditions.

Meanwhile…

D-rank
Requirement: Caster
Description: Your Heroic Spirit has access to the eternal yonder, a land of infinite wonder, this brings it an incredible power. Reduce the cost of Heroic Spirit skills and Ninjutsu cast by your Heroic Spirit by -1.
At higher ranks: Reduce the cost of Ninjutsu cast by your Heroic Spirit and Heroic Spirit Skills by -2, for each rank above D-rank, increase the cost reduction by -1

Migraine

Especial
Description: Your Heroic Spirit is plagued by a certain illness. You gain 4 additional skill points, but your Heroic Spirit becomes vulnerable to psychic damage.

Murder on a Misty Night (New)

C-rank
Requirements:
Description: Your heroic spirit is an adept night hunter. In the night, when the moon and stars are out, you always go first in inititive.
At Higher Ranks: Starting at B-rank, when you go first on initiative, hostile creatures are considered surprised until the end of the current turn.

Mystic Eyes

D-rank
Requirement: Charisma 15+
Description: Your Heroic Spirit has eyes that enchant the souls of those who look at them. When you take this skills choose between charm and fear. As an action Choose one target that can see your Heroic Spirit and is within 30ft of it, it must make a wisdom saving throw against your Noble Phantasm DC or gain 2 ranks of the condition on a failed save. The creature can repeat the saving throw once it can no longer see your Heroic Spirit. A creature that succeed on its saving throw becomes immune to this ability for the next 24 hours.
At higher ranks: For each rank above D-rank, increase the number of ranks gained on a failed save by 1. Starting at S-rank, a creature that succeed on their saving throw only reduces its current ranks of fear or charm by -1, and does not become immune until getting rid of all ranks.

Numeral of the Saint

S-rank
Requirement: Fire release
Description: Your Heroic Spirit is more powerful when it is under the light of the sun. During the day, while under direct sunlight, it gains a +7 bonus to AC, saving throws, damage rolls, and attack rolls, and reduces all damage it takes by 7.

Numerology (New)

B-rank
Requirements: Int 16+
Description: Your heroic spirit is a master of the ancient art of golem making and control, it can use an action or bonus action to command all creatures and chakra construct it has summoned, giving the same order to all.

Oblivion Correction

D-ranks
Requirements: Avenger
Description: An avenger never forgets, an avenger will attack when you don’t expect were you don’t expect, when your Heroic Spirit scores a critical hit, it also doubles all non-dice damage.
At Higher Ranks: Starting at C-rank, critical hit made by your Heroic Spirit ignore resistance and threat immunity as resistance, starting at B-rank, when your Heroic Spirit scores a critical hit, it roll all of the attack’s damage dice thrice, instead of twice, and triple all non-dice damage, Starting at A-rank, critical hits scored by your Heroic Spirit ignore immunity and creatures without resistance or immunity are treated as vulnerable, Starting at S-rank, When your Heroic Spirit scores a critical hit, all creatures are treated as vulnerable.

Overload (New)

C-rank
Requirements: Galvanism
Description: Your heroic spirit can turn energy it gathers into more power for its arts. When you would convert damage to chakra points, you can choose to instead recharge your Noble Phantasms. You do not gain chakra from Galvanism, instead you collect a number of sparks equal to the jutsu's cost, the next time you would deal damage with a Noble Phantasm, you can spend sparks to increase the damage by a damage die for each spark spend. You can have a number of Sparks up to your proficiency bonus. Spark last until the end of your next turn.

Pioneer of the Stars

D-rank
Description: Your Heroic Spirit has a supernatural ability to turn impossible events into possible. When you or your Heroic Spirit must make a saving throw or ability check, your Heroic Spirit can spend a reaction to add a +4 bonus to the roll, this can be done a number of times equal to your proficiency bonus per long rest.
At higher ranks:For each rank above D-rank, increase the bonus by +2

Protection of the Faith

D-rank
Requirement: Constitution 15+, Wisdom 15+
Description: Your Heroic Spirit has an unwavering faith that protects both its body and mind. Your Heroic Spirit gains 3 damage reduction against all damage.
At higher ranks: For each rank above D-rank, increase the damage reduction by 3.

Rebellious Spirit

Especial
Description: Your Heroic Spirit is known for its lack of respect for authority. This skill grants you 3 additional skill points, but whenever your relation is reduced it goes down by an additional -1.

Revelation (New)

D-rank
Requirements: Ruler or Wis 16+
Description: Your heroic spirit has visions of a possible future. At the end of a long rest, roll 1d20, recording the result. Your heroic spirit can replace any attack roll, saving throw, or ability check made by it or a creature that it can see with one revelation roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

A revelation roll can be used only once. When you finish a long rest, you lose any unused revelation rolls.

At Higher Ranks: For each rank above D-rank, increase the number of revelation rolls by 1d20.

Rousing Resolution

Requirements: Shielder
Description: Your Heroic Spirit puts itself in danger to protects others, as a reaction to an allied creature within 5ft being targeted by an attack, your Heroic Spirit gains a +1 bonus to its AC until the end of the current turn and redirects the attack to itself.
At higher ranks: for each rank above D-rank, increase the AC bonus by +1, in addition, after using this skill as a reaction, you can activate this skill again as a free action, this can be done a number of times per round equal to the number of ranks above D-rank.

Presence Detection

B-ranks
Description: Your Heroic Spirit has special sensory qualities, it is always under the effect of Kagura’s Mind Eye.
At Higher ranks: For each rank above B-rank, double the Reach of Chakra sight. Starting at S-rank, your summon gains 120ft of truesight.

Sadistic Constitution

B-rank
Requirements: Constitution 15+
Description: Your Heroic Spirits is always ready to play rough. At the start of your turn, your Heroic Spirit can take a -2 penalty to its attack rolls, to increase the damage dice of all attacks by 1 step until the start of your next turn.

Saint (New)

C-rank
Requirements: Ruler
Description: Your heroic spirit is someone revered as a Saint. it gains proficiency in persuasion, and increases its charisma ability score by +2, and its charisma ability score maximum by +2.
At Higher Ranks: Starting at B-rank, Your heroic spirit gains expertise in persuasion, and when a creature would make an attack against it, the creature must make a charisma saving throw against your Noble Phantasm DC, on a failed save it gains a rank of charmed against your heroic spirit until the end of their next turn. Starting at A-rank, charm gained this way ignores immunity to the charmed condition.

Self-Field Defense

D-ranks
Requirements: Shielder
Description: Your Heroic Spirit’s protective gear can work as effective cover. While your Heroic Spirit is conscious, all allied creatures within 5ft of it (except itself) gain 5 Damage Reduction.
At higher ranks: for each rank above D-rank, increase the reach of this skill by 5ft.

Self-Preservation (New)

D-rank
Requirements:
Description: Your heroic spirit is quite hard to take down, although it doesnt try to protect you. It increases its AC and all saving throws by +1, but you cannot benefit from reactions cast by your heroic spirit, nor the 3rd level effect of Perfect Synchrony.
At Higher Ranks: For each rank above D-rank, increase the bonus to AC and saving throws by +1.

Self-Replenishment

D-ranks
Requirements: Avenger
Description: An avenger is a machine of burning hatred, it will never stop fighting until their revenge is accomplished. At the start of each turn while your Heroic Spirit Powered during combat, it regains 1 chakra point.
At Higher Ranks: For each rank above D-rank, gain 1 additional chakra point.

Shadow Lantern

D-ranks
Description: Your Heroic Spirit gains powers through darkness, once per round, when your Heroic Spirit starts your turn lightly obscured or becomes lightly obscured on your turn, it gains 2 temporary chakra point. when your Heroic Spirit starts your turn heavily obscured or becomes heavily obscured on your turn, it gains 3 temporary chakra point. These temporary chakra points last for 1 minute.
At higher ranks: for each rank above D-rank, your Heroic Spirit gains +2 additional temporary chakra point while lightly obscured and +3 when heavily obscured.

Shapeshift

A-rank
Requirement: must be able to cast non-elemental ninjutsu or genjutsu
Description: Your Heroic Spirit is a capable trickster and a cause of mischief, it adds the Advanced Transformation ninjutsu to its jutsu known list, in addition, it can be used to take the appearance and size of a creature, and if this jutsu is casted at A-rank, your Heroic Spirit gains the natural weapons and strength, dexterity and constitution ability score of whatever it has transformed into.

Sovereign of Magical Wands

D-rank
Requirement: Intelligence 15+
Description: Your Heroic Spirit is an expert at the practical applications of ninshou. It gains a +1 bonus to ninjutsu attack.
At higher ranks: Starting at B-rank, and again at S-rank increase the ninjutsu attack bonus by +1.

Sphere Boundary

A-rank
Requirement: Presence Concealment
Description: Your Heroic Spirit has reached a level of martial arts that let it become one with the world. Your Heroic Spirit add the invisibility genjutsu to its jutsu known list, when it cast it, its range becomes self, it loses the genjutsu and visual keywords, gains the taijutsu keyword, and unarmed strikes made while invisible do not break stealth.

Strategy

D-ranks
Requirements: Intelligence 15+
Description: Your Heroic Spirit is an expert at diplomacy and logistics. It gains proficiency on insight checks, when it would make a wisdom (insight) check, it can use intelligence instead, and reduces the travel time and the food and drink consumption of your party by half. As an action while talking to someone, it can make an intelligence (insight) check contested by the target’s wisdom (insight) or wisdom (perception) check, if your Heroic Spirit wins, it learns the target’s maximum hit points and chakra points. At higher ranks: Starting at C-rank, your Heroic Spirit gain expertise in insight checks and your party no longer needs to keep track of food and drink, and on a successful intelligence (persuasion) check it can also learn the target’s jutsu save DCs and bonus to Hit.

Subversive Activities

D-rank
Description: Your Heroic Spirit is an expert at preparing the grounds before a battle. It gains 2 traps from the intelligence operative’s tactical traps list. When rolling initiative, your Heroic Spirit can set one of these traps as a free action on a point it can see within 30ft of it. Traps use your Noble Phantasm Save DC for all saving throws. Traps are hidden from normal view, requiring a Wisdom (Perception) check contested by your Noble Phantasm Save DC to be seen.
At higher ranks: for each rank above D-rank, increase the number of traps your Heroic Spirit can set by 1, starting at B-rank it gain 1 additional trap option.

Superhuman Speed

C-ranks
Requirements: Dexterity 15+
Description: Your Heroic Spirit has a boost of speed each time in enters combat. At the start of each of your turns, your Heroic Spirit increases its movements speed by +20. Any bonus gained from this skill resets at the end of the encounter.
At Higher ranks: starting at A-rank, your Heroic Spirit gains a +1 bonus to its dexterity score at the start of each of your turns, to a maximum of your proficiency modifier.

Thousand Faces

D-ranks
Description: Your Heroic Spirit learns the transformation genjutsu and advanced transformation ninjutsu, it may cast these jutsu at no cost. If your Heroic Spirit passes a minute transformed on a creature, it can comprehend the superficial thoughts it may have.

Torture Technique

D-rank
Description: Your Heroic Spirit has “Creative” methods to deliver attacks. Weapon and Bukijutsu attacks made by your Heroic Spirit using a simple weapon gain a +1 bonus to damage and attack rolls, in addition, once per turn, when a creature is hit by a weapon or bukijutsu attack made by your Heroic Spirit, it must make a wisdom saving throw or gain 1 rank of fear until the end of your next turn.
At higher ranks: Starting at B-rank, increase the bonus to +2, starting at A-rank, a creature that fails the saving throw takes 2 ranks of fear, starting at S-rank increase the bonus to +3 and a creature takes 3 ranks of fear on a failed save.

Transfiguration

D-ranks
Requirements: No skill that affects ability scores
Description: Your Heroic Spirit has a malleable physique and may alter it at will, as an action, your Heroic Spirit can reduce or increase its size category one step away from its normal size.
At higher ranks: Starting at C-rank, your Heroic Spirit can reduce or increase its size two steps, Starting at A-rank, it becomes malleable on a conceptual level, it can reduce or increase its size three steps and, as part of a full rest, you may redistribute the points spends on its ability scores.

Trash and Crush

C-rank
Description: As an action, your Heroic Spirit can destroy an object it is holding in one hand, an object destroyed this way becomes a tiny cube that has none of the characteristic of the original object, your Heroic Spirit can restore the cube to its original form as an action, if a different creature tries to restore this object to its original form, it must make an Intelligence (Ninshou) ability check against your Noble Phantasm DC, on a fail, it cannot attempt this ability check again until 24 hours have passed, on a success, it may learn the object’s original form and may spend a number of weeks equal to the time it would take to craft a chakra enhanced item of its rank (1 week if it wasn’t chakra-enhanced).
At higher ranks: starting at B-rank, your Heroic Spirit can use a bonus action to put any object it has crushed and is holding inside its pocket dimension, it can also use a bonus action to retrieve an object inside the pocket dimension.

True Name Discernment

D-ranks
Requirements: Ruler
Description: A ruler knows everything it needs about the other Heroic Spirits to keep them in check. When your Heroic Spirit has another summoned creature within its line of sight, it learns the creature’s name, tribe and rank.
At Higher Ranks: Starting at C-rank, it knows how many hit points and chakra points it has left, starting at B-rank, it knows its ability scores and saving throws it is proficient, starting at A-rank, it learn its list of justu known and arts, starting at S-rank it knows all features it has.

Ultimate One

S-rank
Description: Your Heroic Spirit is a force of balance, capable to become superior to any enemy. When rolling initiative, your Heroic Spirit takes the highest ability score of the hostile creatures (or one chosen by the DM in case of a draw), gaining it itself and also increase it by +2 until the end of the encounter. If the target’s ability scores change in any way during the encounter, the ability score of your Heroic Spirit will change to reflect this.

Uncrowned Martial Arts

D-rank
Description: No matter how strong it becomes, your Heroic Spirit will keep a humble appearance. Your heroic spirit is always under the effect of Innocuois Aspect, using your Noble Phantasms DC, and jutsu with the sensory keyword of the same rank as this skill cannot detect your Heroic Spirit.
At Higher Ranks: For each ank above D-rank, increase the rank of jutsu with the sensory keyword that are affected.

Unyielding Will (New)

D-rank
Requirements: Cannot have protection of the faith. Description: Your heroic spirit does not feels threatened by little people or their little attacks. When your heroic spirit would take 10 or less damage from a single source, it takes no damage instead. This damage threshold is doubled against jutsu.
At Higher Ranks: For each rank above D-rank, increase the damage threshold by +5.

Voyager of the Storm

C-rank
Description: Your Heroic Spirit can keep a level head in the worst of times. Allies within 10ft of your Heroic Spirit cannot have disadvantage on attack rolls, saving throws and skill checks.
At Higher Ranks: For each rank above C-rank, increase the radius by 10ft.

Wail of the Falsely Living (New)

D-rank
Requirements:
Description: As an action, your heroic spirit can yell a terrifying wail. All creatures other than you within 10ft of it must make a wisdom saving throw, becoming deafened, dazed and falling prone on a failed save. A creatures that fails the save by more than 5 becomes incapacitated until the end of their next turn. A creature already deafened is immune to this skill. At Higher Ranks: For each rank above D-rank, increase this skill's area of effect by 5 ft.

Walker of Foggy Nights

D-ranks
Requirements:
Description: Your Heroic Spirit is followed by a fog. During the night, it cannot be sense by jutsu with the sensory keyword.
At higher ranks: Starting at C-rank, your Heroic Spirit is lightly obscured, starting at B-rank, your Heroic Spirit is heavily obscured, Starting at A-rank, your Heroic Spirit cannot be seen by chakra sight, Starting at S-rank, your Heroic Spirit, when making stealth checks, your heroic spirit rolls 2d20, taking the highest result. All effects from this skill are active during the night.

Wall of Chalk

Requirements: Shielder
Description: Your Heroic Spirit makes its best effort to mitigate damage, as a reaction to your Heroic Spirit or an allied creature within 5ft of it doing a dexterity saving throw, it may make the target take half as much damage on a failed save, or no damage on a success. If multiple creatures are forced to make the same saving throw, it can affected all creatures of your choice within range. At Higher Ranks: For each rank above D-rank, increase the reach of this skill by 5ft.

Wall of Snowflakes

D-ranks
Requirements: Shielder
Description: Your Heroic Spirit can form a one-man shield wall, While your Heroic Spirit is conscious, all allied creatures within 5ft of it (except itself) gain +1 AC.
At Higher Ranks: Starting at C-rank, and again at A-rank, increase this skill’s reach by +5ft, starting at B-rank, and again at S-rank, increase the AC bonus by +1.

Wisdom of Divine Gift (New)

D-rank
Requirements:
Description: Your heroic spirit is a great teacher and a expert in multiple fields of study, it may add half your proficiency bonus to all skill checks made with tools. And reduced the downtime you must spend to learn a new proficiency or feat by 2 dt (minimum 1). At Higher Ranks: Starting at B-rank, it adds its full proficiency bonus to skill checks made with tools, and reduces the time you require to learn jutsu by half (minimum 1 dt).

Zealotry

C-ranks
Requirements: Wisdom 15+
Description: Your Heroic Spirit has a strong conviction and force of will, Once per long rest, your Heroic Spirit can choose to critically suceed on a saving throw against a genjusu.
At Higher ranks: For each rank above C-rank, increase the number of uses this skills has by +1.

Noble Phantasms

Blood Sisters

Classification: Active
Cost: 8 Chakra
Keywords: Ninjustu, Taijutsu
Description: Your Heroic Spirit is empowered by an special relation with the moon and the earth. Your Heroic Spirit can take the following actions:

Action

  • Der Mond: If this ability is used while under the light of the moon, your Heroic Spirit recovers 16d6 Hit points.

  • Rail Zeppelin: Your Heroic Spirit releases a deafening howl, creatures within 20 feet must make a wisdom saving throw, becoming deafened and stunned until the start of your next turn on a failed save.

Bonus action

  • gehen: Choose one creature within 60ft of your Heroic Spirit, your Heroic Spirit turns that creature becomes into its center of gravity, it moves up to the target without provoking attacks of opportunity and the next melee attack it makes against the target is made at advantage and deals twice as many dice of damage. If there is no unoccupied space within 5 feet of the target this fails.

  • kommen: Choose one creature within 60ft of your Heroic Spirit, your Heroic Spirit turns itself into the center of gravity of the target, it must make a strength saving throw or be pulled to one unoccupied space within 5 ft of you on a failed save, also on a fail the next melee attack your Heroic Spirit makes against it cannot be reacted to and deals 1d6 additional damage for each 10ft between the target’s original position and its current position. If there is no unoccupied space within 5 feet of you this fails.

Fortress of Impalement

Requirements: Martial Melee Piercing Weapon Proficiency
Classification: relic
Keywords: Bukijutsu
Description: Your Heroic Spirit wield a weapon known for being a source of dread, this weapon takes the shape of one piercing weapon of your choice, it deals an additional die of damage and has 7 free seal slots. While wielding this weapon, your Heroic Spirit can take the following action:

Action

  • Skewering: Your Heroic Spirit releases the true power of its weapon, creating a field of impaling that breaks the will of those that watch the macabre show. All creatures of your choice within a 30ft radius centered on your Heroic Spirit must make a dexterity saving throw, taking 14d8 piercing damage, 5 ranks of bleed and becoming restrained on a failed save, half as much damage on a successful one, in addition, all creatures within 60ft of your Heroic Spirit must make a charisma saving throw, gaining 3 ranks of fear on a failed save, or 1 rank on a successful one. If a creature end its turn in a location where it has line of sight to the affected area or can hear an affected creature, it must make a charisma saving throw, gaining 1 ranks of fear on a fail, losing all ranks of fear gained from this art on a success.

A second strike is needless

Requirements: Taijutsu Expert
Classification: Active
Cost: 8 Chakra
Keywords: Taijutsu
Description: Your Heroic Spirit has trained its taijutsu techniques to perfection, it has developed an style that let it defeat most opponents with a single attack.

1 Full Turn Action

  • No Second Strike To use this ability, your Heroic Spirit must be under the effects of Focused Qi, Make a melee Noble Phantasm attack, on a hit, the target takes 20d10 bludgeoning damage and cannot mold chakra until it finish a short rest.

1 Action

  • Assassin’s Fist: Your Heroic Spirit makes a melee Noble Phantasm attack against a target within 5ft, dealing 10d10 bludgeoning damage and stunning the target until the end of your next turn.

1 Bonus Action

  • Focused Qi: The next time your Heroic Spirit makes a melee attack before the end of its next turn, it increases the damage die by 1 step (d4>d6>d8>10>d12), if the die cannot increase more, it may reroll any result of 1 and 2, taking the second result. It can also attempt to hide as part of this action.

  • Charged Qi: Your Heroic Spirit prepares to take an attack head on, the next time your Heroic Spirit takes damage, reduce it by 5 times its character level.

  • Heightened Qi: The next melee attack that your Heroic Spirit does before the end of its next turn gains a +5 bonus to hit.

Fierce Tiger Forcibly Climbs a Mountain

Requirements: Taijutsu Expert
Classification: Active
Cost: 10 Chakra
Keywords: Taijutsu
Description: Your Heroic Spirits has developed an advanced taijutsu technique known to be able to destroy the sturdies defenses and break the strongest stances. Make 3 Melee Noble Phantasm attacks, dealing your unarmed damage+5d12 each, these attack deal triple damage to structures, a creature hit at least two times lose concentration on all jutsu it is currently concentrating on, if a creature is not concentrating on any jutsu it loses the effect of one jutsu or feature currently affecting it.

Perpetual Engine

Requirement: Int 18+
Classification: Active
Cost: 10 Chakra
Keywords: Ninjustu, Medical
Description: Your Heroic Spirit uses its mastery over ninjutsu to create a time anomaly, allowing it to reverse any injury that has been plaguing it. Both you and your Heroic Spirit must spend an action, your Heroic Spirit records this moment in time in preparation to using this noble phantasm, at the end of your second turn after this ability has been used, you and your Heroic Spirit regain hit points up to the amount that you had when this noble phantasm was cast, and lose any condition that was affecting you, this count as using the Restoration Justu upcasted at S-rank. Your Heroic Spirit must be conscious when the time is up for any effect to trigger.

No Face May King

Classification: Relic
Keywords: Ninjustu
Description: Your Heroic Spirit holds a cloak wildly superior to the average chameleon cloak found in the world, while wearing this cloak, your Heroic Spirit may become invisible as an action, this invisibility also hides it from chakra sight, blind sight and tremor sense, leaving no marks nor sound in its wake, while your Heroic Spirit is invisible this way, weapon attacks it makes do not break stealth. Your Heroic Spirit must keep concentration on this noble phantasm as if concentrating on a B-rank jutsu.

Bow of Prayer

Requirements: ranged martial weapon proficiency
Classification: Relic
Keywords: Bukijutsu, Medical
Description: Your Heroic Spirit holds a ranged weapon with the “of Prayer” suffix, this weapon, along with its normal damage, deals and additional die of poison damage on a hit, and has 5 free seal slots, in addition, your Heroic Spirit now is able to learn medical jutsu that deal poison damage or inflict the poisoned condition. While wielding this weapon, your Heroic Spirit can take the following actions:

1 Action

  • Wall of Thorns: Your Heroic Spirit touches the ground with its weapon and hundreds of thorns are launched everywhere all creatures within a 30ft radius center on your Heroic Spirit must make a constitution saving throw, taking 20d6 poison damage and becoming poisoned on a failed save, half as much damage on a success.

  • Yew Poison: As an action, choose one creature with the poisoned condition within the range of your Heroic Spirit’s weapon, the target must make a constitution saving throw at disadvantage, taking 20d8 poison damage and 5 ranks of bleed on a failed save, half as much damage on a success.

1 Bonus Action

  • Viper’s Drop: your Heroic Spirit notches an special arrow on its weapon, the next weapon or taijutsu attack your Heroic Spirit makes this turns all its damage into poison damage, increases the damage die in 1 step (d4>d6>d8>d10>d12) and poisons the target on a hit.

Sword of Revolving Victory

Requirements: martial weapon proficiency, one nature release
Classification: Relic
Keywords: Bukijutsu, Clash, One Nature Release
Description: Your Heroic Spirit is the wielder of one legendary piece of weaponry, this weapon counts as a +3 weapon the bonus to hit from this weapon affect both weapon and bukijutsu attacks, and deals the damage type of your nature release (water=cold) instead of its normal damage. While wielding this weapon your Heroic Spirit can take any of the following actions:

1 Full Turn Action

  • Gallant Slash: your Heroic Spirit unleashes the full power of its weapon in a single, horizontal blow that can break through any wall. All creatures in a 60 feet cone originating from your Heroic Spirit must succeed a dexterity saving throw taking 20d10 damage on a failed save or half as much on a successful save, Also on a failed save a creature must make a constitution saving throw or become weakened and dazed for 3 turns (earth), or gain 5 ranks of burn (fire), 5 ranks of chilled (water), 5 ranks of shocked (lightning), or 5 ranks of bleed (wind).

Golden Stag and Eventide Tempest

Requirements: Riding, water or flying vehicle proficiency
Classification: Relic
Keywords: Ninjutsu, Fuinjutsu
Description: Your Heroic Spirit has the ability to call upon a ghost ship, this allows it to use part of the ship to attack, or even Heroic Spirit the full ship!

1 Full turn action

  • Night of the Golden Hind (3 uses): Your Heroic Spirit call upon its flagship to command it in battle, the vessel appears in the space currently occupied by your Heroic Spirit, hostile creatures and creatures that cannot share their space with the ship in space that would be occupied by the ship are harmlessly pushed to the closest unoccupied space, and allied creatures can stay in their space if they are two sizes smaller than the ship. while the flagship is summoned you cannot give orders to your Heroic Spirit, as it is commanding it. If the vehicle is destroyed, it cannot be summoned again until you finish a long rest. Your Heroic Spirit must keep concentration on this noble phantasm as if concentrating on a jutsu B-rank. The Vehicle has the following Statistics, and acts in your Heroic Spirit’s place on your turn. Your Heroic Spirit cannot act while the ship is active. It acts on your turn, being able to use your Heroic Spirit’s Action, Bonus action, movement or reaction as you see fit;

1 Action

  • Culverin Cannons: Your Heroic Spirit calls upon one part of its ship to attack, all creatures in a 30ft cone originating in front of your Heroic Spirit must make a dexterity saving throw, taking 12d10 bludgeoning damage.


Ship of Legend

Gargantuan Construct


  • Armor Class 20 + (Your Command Seal Level)
  • Hit Points 300
  • Speed 30ft. hover

STR DEX CON
26 (+8) 14 (+2) 20 (+5)

  • Condition Immunities buzzed
  • Senses passive Perception 15
  • Languages Jive
  • Challenge 8 (3929 XP)

Saving Throws: Same as the Heroic Spirit

Damage Immunities: Necrotic, Poison, bludgeoning, piercing and slashing from non-chakra enhanced sources

Damage Resistances: Bludgeoning, Piercing, Slashing, cold

Condition Immunities: All

Senses: same as Heroic Spirit

Machine Toughness You are immune to damage if it deals less than 20.

Broadside Barrage (Recharge 9-10) As an action, your Heroic Spirit shoot all the weapon in its arsenal, all creatures in a 25ft wide, 40ft long line originating from the ship must make a dexterity saving throw, taking 12d10 damage on a failed save, half as much damage on a success.

Aura of Tempest: Creatures that start their turn within 30ft of the Ship must make a constitution saving throw or take 2d10 cold damage.

Attacks

Multiattack. The Ship can make 4 weapon attacks this turn

Super Spin. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Cannons. Ranged weapon attack: (Uses your summmon art attack) to hit, reach 120ft. Hit: 4d10 Bludgeoning Damage

The Five Soldiers of the War God

Requirements: Martial Weapon Proficiency
Classification: Relic
Keywords: Bukijutsu
Description: This noble phantasm does not have an use limit. It instead counts as a passive for the Spirit Container feature. Your Heroic Spirit hold a weapon that has multiple shapes and uses, your Heroic Spirit is always proficient with this weapon. The First attack made by the weapon each turn deals 5d10 damage of a damage type depending on its current form, but any following attacks has their damage reduce to 3d10. As a bonus action, your Heroic Spirit can change the weapon’s form to any of the following:

  • Slash: Deal slashing damage, when a creature takes damage from this weapon, it gains a rank of bleed.
  • Thrust: Deal piercing damage, attacks all targets of your choice in a 15ft long line, increase the critical threat range by +1 and stun the target on a critical hit.
  • Blunt: Deal bludgeoning damage, increase the AC of your Heroic Spirit by +3
  • Sweep: Deal Slashing damage, affect all creatures in a 5ft radius around your Heroic Spirit.
  • Parry: Deal bludgeoning damage, if an opponent misses your Heroic Spirit with a melee attack, your Heroic Spirit can make an attack of opportunity against that target as a free action.
  • Shoot: Deal piercing damage, gains the range (160/300) property.

Eightfold Blessing of Amaterasu

Requirements: Intelligence 18+, Territory Creation
Classification: Relic
Keywords: Ninjutsu, Fuinjutsu
Description: Your Heroic Spirit hold one wondrous item that connects it to a sun deity, while wielding this item, unarmed attack made by your Heroic Spirit deal 1d8 bludgeoning damage on a hit, gain the reach 2 and multiattack properties, and use its jutsu ability modifier instead of strength for attack and damage rolls. As an action, your Heroic Spirit may use this item to perform a sacred ritual that allow It to gain a fraction of the power of its deity. This ritual affects a 30ft radius centered on your Heroic Spirit, until the end of its next turn jutsu it cast inside this area do not spend chakra.

Golden Debauchery Theater

Classification: Active
Cost: 10 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: Your Heroic Spirit creates a reality marble that increases its fighting ability and reduces its enemy’s defenses, as an action, your Heroic Spirit transport all creatures and unattended objects within 60ft of it inside this pocket dimension, while inside it all attack made by your Heroic Spirit threat all targets as having vulnerability. All affected creatures return to the previous plane in the place where they left at the end of your next turn.

Dragon Cry Thundering Voice

Classification: Active
Cost: 6 Chakra
Keywords: Ninjutsu, Clash
Description: Your Heroic Spirit has awakened part of the power of its prideful ancestors. your Heroic Spirit gains the dragon creature type if it didn’t have it already. It also can take the following actions:

1 Action

  • Unrelenting Force: Your Heroic Spirit releases a shout of incredible power, pushing anyone that stands in its way. All creatures within a 60ft cone must make a constitution saving throw, taking 12d8 bludgeoning damage, becoming dazed, and being pushed 30ft away from your Heroic Spirit on a failed save, or taking half as much damage on a success. Creatures whose movement would be stopped by a structure or object take falling damage as if they fell the full distance they were knocked back.

1 Bonus action

  • Dragon Wings: Your Heroic Spirit grow leathery wing of considerable wingspan, it gains a fly speed equal to double its walk speed for 1 minute.

  • Dragon Tail: Your Heroic Spirit grows a long and thin tail. For the next minute, your Heroic Spirit gains an extra action, which it can use to make one attack with this tail, a tail attack deals 2d8+str bludgeoning damage, once per turn a creature hit by this tail must make a Constitution Saving throw or become Dazed until the end of your next turn.

Reaction

  • Dragon Feast: Your Heroic Spirit has developed a taste for blood, as it gives newfound vitality to its being. As a reaction to making a successful hit with a melee attack roll, your Heroic Spirit gains half the damage dealt as temporary hit points.

Fresh Blood Demoness

Classification: Active
Cost: 10 Chakra
Duration: 1 minute
Keywords: Ninjutsu, Fuinjutsu
Description: Your Heroic Spirit call upon its Demon Stage, a place that increases its damage capabilities, as an action, a gargantuan construct is created, centered on your Heroic Spirit the demon stage has 200 hp and resistance to all damage, while mounted over the construct jutsus and noble phantasm casted by your Heroic Spirit deal 4 additional dies of damage.

O' Sun, Abide to Death

Requirement: Piercing Martial Weapon proficiency, fire nature release
Classification: Relic
Keywords: Bukijutsu, Fire Release
Description: Your Heroic Spirit wield one weapon with the power of a god. This weapon takes the form of one weapon with the reach property of your choice, this weapon has a +5 bonus to hit, deals fire damage instead of its listed damage type, and deals 3d6 additional dice of damage. Your Heroic Spirit can manifest or dismiss this weapon as an action. While this weapon is summoned and one turn afterwards your Heroic Spirit cannot benefit from bonuses to AC or damage reduction from jutsu, features or arts. As a last resort, all the power of this weapon can be released at once, as an action Make a melee weapon attack against a target within 10ft of your Heroic Spirit or a ranged weapon attack against a target within 120ft, dealing 30d12 fire damage on a hit, this damage ignores resistance, immunity and temporary hit points, also on a hit the target takes 10 ranks of burned and becomes blind for the duration of the burn. Regardless of a hit or miss, the weapon is destroyed and your Heroic Spirit cannot use this noble phantasm until you finish a week recuperating.

O' Sun, Become Armor

Requirement: Medium Armor Proficiency
Classification: Passive
Keywords: Bukijutsu
Description: Your Heroic Spirit is the wielder of one of the best pieces of armor ever created, capable of shielding it against all kind of attacks. it gives 10 damage reduction against all damage types, which cannot be reduced or ignored.

Rakshasa-Piercing Immortal

Classification: Active, Relic
Cost: 6 Chakra
Keywords: Ninjutsu
Description: Your Heroic Spirit has manifested a weapon known to follow its target until it is defeated, when you take this noble phantasm, choose between relic or active, if relic, your Heroic Spirit gains a +3 martial weapon with 5 free seal slots and must be wielded to use any of this noble phantasm’s abilities. Your Heroic Spirit gains the following actions:

1 Action.

  • Assured Strike: Choose one creature within 60ft of your Heroic Spirit, it takes 8d10 force damage.
  • Cover the Earth: All creatures in a 5 feet wide, 120 feet long line originating from your Heroic Spirit must make a constitution saving throw, taking 14d10 force damage and become stunned until the end of your next turn. A creature of lower level than your Heroic Spirit automatically fails its dexterity saving throw.
  • Curse Me: choose one point within 120 ft of your Heroic Spirit, for the next three turns, each creature within a 30ft of that point must make a Dexterity saving throw saving throw, taking 8d10 force damage on a failed save, half as much damage on a success.

A tale just for you

Classification: Relic
Keywords: Genjutsu
Description: Your Heroic Spirit has a book that let it rewrite parts of reality. No ability from this noble phantasm can be used on your Heroic Spirit.

1 Action

  • Retcon: Your Heroic Spirit rewrites an event that happened recently, Choose one target within 60ft, Your Heroic Spirit must make a Noble Phantasm attack against the target’s level+10, on a success, the last action taken by the target is negated, any condition or damage inflicted as part of that action is negated, as well as health restored and movement caused.
  • Character Development: Your Heroic Spirit changes a person to make them closer to an ideal version of themselves, Choose one target within 60ft, for the next 3 turns:
    • the target increases its constitution by +4 and gains temporal hit points and temporal chakra points equal to twice its character level
    • Its strength, intelligence and wisdom ability scores are set to 20 unless they were already higher.
    • Attack rolls made by the target gain advantage, attack rolls against the target have disadvantage.

1 Bonus Action

  • Fast-phase: Your Heroic Spirit increases the speed of the combat of one target within 60ft it can see, the target gains an additional action and bonus action on its next turn.

Reaction

  • Plot twist: as a reaction to a character other than your Heroic Spirit making a saving throw or an ability check, the target automatically succeed the saving throw or ability check.

Turner of the Wheel

Requirements: Lightning Release.
Classification: Active
Cost: 10 Chakra
Keywords: Ninjutsu, Fuinjutsu, Lightning Release
Description: Your Heroic Spirit creates a colossal ring of light in the sky, this ring will shoot innumerable amounts of light arrows to its foes. The ring has a 30ft radius and is center on your Heroic Spirit, the ring moves with your Heroic Spirit, for the next minute, your Heroic Spirit must keep concentration on this noble phantasm. All creature that start their turn or move inside this radius in their turn must make a dexterity saving throw, taking 18d6 lightning damage and becoming shocked on a failed save, or half as much damage on a successful one.

Transmigration into One

Requirements: savior or one of the Following Skills at S-rank: Ultimate One, Divinity, Existence Outside Domain. Classification: Active
Cost: 15 Chakra
Keywords: Ninjutsu, Fuinjutsu, Lightning Release
Description: This is the ultimate technique used by those that want to bring peace to the world. As a full turn action, your Heroic Spirit charges all the chakra spend on this technique, your Heroic Spirit must keep concentration on this noble phantasm as if concentrating on a B-rank jutsu. At the start of your next turn, your Heroic Spirit can choose one target within 240ft of it, the chosen target then is bated with divine retribution, it must make a strength and an intelligence saving throw, on a failed strength save, the target takes 20d12+20 lightning damage and becomes incapacitated for 1d4 turns, or taking half as much damage on a success, on a failed intelligence saving throw, the target takes 20d12+20 psychic damage and becomes stunned for 1d4 turns, incapacitation and stunning caused by this noble phantasm ignore immunity.

If your concentration is not broken, you cannot use this noble phantasm again for the next 10 minutes.

Until Death Divide the Two Apart

Classification: Active
Cost: 5 Chakra
Keywords: Taijutsu
Description: Your Heroic Spirit makes a series of attacks at high speed, fuelled by their loyalty to their summoner, make a melee Noble Phantasm attack against one target within 30ft, dealing your unarmed damge, and an additional 5d10 damage for each relation point it has over 0 on a hit.

Saraswati Meltdown

Requierments: Melt Virus
Classification: Active
Cost: 8 Chakra
Keywords: Genjutsu, Taijutsu
Description: Your Heroic Spirit makes a series of quick jabs at its targets, trying to infect then all with a version of the Melting virus that affects both mind and body. Make a melee Noble Phantasm attack, compare it to the AC of all creatures of your choice within 60ft, each creature takes 8d6 psychic damage and 8d6 acid damage, also on a hit a target must make a constitution saving throw, gaining 10 ranks of corroded on a failed save. A creature that succumbs to this virus is absorbed by your Heroic Spirit, for each target reduced to 0 hit points either by this noble phantasm or by the corroded condition it gives, your Heroic Spirit regains 2d6 hit points.

.

Cursed Cutting Crater

Classification: Active
Cost: 12 Chakra
Keywords: Ninjutsu
Description: Your Heroic Spirit uses its power to alter time and space, unmaking what is a bother and leaving a dinintegrating figure behind. All creature in a 60 feet Cube originating from your Heroic Spirit must make a Constitution saving throw, taking 20d10 necrotic damage and gaining 2 ranks of lacerated on a failed save, half as much damage and 2 ranks of bleed on a success. A creature that takes damage from this noble phantasm cannot heal until the end of your next turn. A creature reduced to 0 hit points by this noble phantasm instantly dies and cannot be revived by any means, as even its soul has been destroyed. Unattended Objects inside this area destroyed. lacerated ranks given by this Noble Phantasm ignore immunity.

Boundary of Emptiness

Classification: Active
Cost: 12 Chakra
Keywords: Bukijutsu
Description: Your Heroic Spirit gains an extremely rare dojutsu known as the mystic eyes of death perception, your Heroic Spirit can activate or deactivate the eyes as a bonus action at no cost, using this eye brings great pain to it, each turn the eyes are active, it takes 5d10 psychic damage, while, and if your Heroic Spirit is wielding a piercing or slashing weapon, it can take the following actions:

1 Action

  • Twin Belfry: Make a melee Noble Phantasm attack against a target within 5ft, dealing 30d8 necrotic damage on a hit, this attack deals triple damage to structures.

  • Suspended Esoterica: Make a melee summmon art attack against a target within 5ft, on a hit choose between taijutsu, ninjutsu, genjutsu or arts, the target must make a saving throw using their respective casting ability (double proficiency in case of arts), becoming unable to cast that type of jutsu (or arts) on a failed save. This condition can be ended by an S-rank Restorative.

Reaction

  • Yin Yang Spiral: When your Heroic Spirit is the target of a ranged attack, or it has to make a saving throw, Make a melee Noble Phantasm attack contested by the ranged attack roll or save DC of the saving throw, negating the attack or saving throw on a success.

If you take this Noble Phantasm a second time, your Heroic Spirit gains additional actions:

1 Action

  • Hero Slayer: Make a melee Noble Phantasm attack against a target within 5ft, on a hit, the target must succeed a constitution saving throw, losing its clan features, class features or role abilities on a failed save. This condition can be ended by an S-rank Restorative.

1 Bonus Action

  • Conceptual Murder: Your Heroic Spirit kills the concept of whatever malice is afflicting its allies. Choose one target within 5ft of your Heroic Spirit, it loses one condition of your choice that is currently affecting it. This ability cannot cure exhaustion.

If you take this Noble Phantasm a third time, your Heroic Spirit no longer takes damage from having the eyes active, it also gains 120ft of truesight and it can take the following actions:

1 Full Turn Action

  • Kara no Kyoukai (20 Chakra): Your Heroic Spirit now can see points between the lines of death, places where a hit will guarantee a kill. Make a melee Noble Phantasm attack against one target within 5ft of your Heroic Spirit, on a hit, the target makes a death saving throw, dying on a failed save.

Castle of Distant Ideals

Requirements: Shielder class
Classification: Relic
Keywords: Bukijutsu
Description: Your Heroic Spirit wield one of the greatest shields ever created, being able not only to protect its user in the field of battle, but also it can protect and even rouse its allies. This shield replaces one of your summon’s starting weapons, this shield is a weapon that deals 1d6 bludgeoning damage and has the blocking quality, this quality instead grants +3 AC to the wielder, and an additional +2 AC if it is not wielding any weapon in its other hand. this shield has 5 seal slots that can be used for both armor and weapon seals. While wielding this shield your summon may take the following actions:

1 Action

  • Wall Defense: All creatures of your choice within 5ft of your Heroic Spirit gain damage reduction equal to your Noble Phantasm DC against non-psychic damage until the start of your next turn, this replaces their normal damage reduction calculation if this is higher.

  • Keep Defense: All creatures within 5ft of your Heroic Spirit gain temporary hit points equal to twice your Noble Phantasm DC until the start of your next turn, creatures affected by this ability also become immune to bludgeoning, piercing and slashing damage from non-chakra enhanced weapons for the duration of the temporary hit points.

  • Tower Defense: ranged attacks made by allied creatures within 5ft of your Heroic Spirit gain advantage on their attack rolls and deal an additional die of damage until the start of your next turn.

Reaction

  • Last Line Defense: When a creature within 5ft of your summon would be reduced to 0 hit points, it is reduced to 1 hit point instead.

Three Line Formation

Requirements: Proficiency on a ranged weapon
Classification: Relic
Keywords: Bukijutsu, Fuinjutsu
Description: Your Heroic Spirit has a seemingly infinite source of one type of weapon, Choose one of your Heroic Spirit’ weapons, it can summon identical copies of it as a free action, all copies of this weapon have a +3 bonus to attack & damage rolls, a copy disappears a turn after it leaves your Heroic Spirit’s hands. While wielding one of these weapons, your Heroic Spirit can take any of the following actions:

Full-Turn Action

  • Three Line Formation: 3000 worlds (2 uses): Your Heroic Spirits summons an innumerable amount of weapons which start floating around it, these weapons then shoot in a 30ft wide, 120ft long line in front of your Heroic Spirit, destroying everything in their wake. All creatures within range must make Dexterity, Constitution and Wisdom Saving Throw. on a failed dexterity saving throw a target takes 10d6 of your weapon’s damage and gaining 4 ranks of bleeding, half as much damage on a success, on a failed constitution saving throw, a target takes 10d6 force damage and becomes dazed for 1d4 rounds, half as much damage on a success, on a failed wisdom saving throw, a target takes 10d6 psychic damage and gains 2 ranks of fear, a character can repeat this saving throw once they can no longer see your Heroic Spirit to end the effect.

1 Action

  • Controlled Barrage: Your Heroic Spirit summons a great number of weapon that start floating around it, before discharging then all in a chakra-fuelled onslaugh. All creatures in a 10ft wide, 120ft long line must make a dexterity saving throw, taking 10d10 force damage and becoming dazed until the end of their next turn on a failed save, half as much damage on a success.

1 Bonus Action

  • Autonomous weapon: a weapon start floating around your Heroic Spirit, when your Heroic Spirit takes the attack action, it may make an additional weapon attack, your Heroic Spirit can have up to 3 weapons summoned this way. This effect last until the last weapon has been summoned for 1 minute.

Reaction

  • Deflecting Shot: Your Heroic Spirit summons hundreds of weapons and throws immeasurable amounts of ammo towards an incoming attack, as a reaction to being targeted with a ninjutsu or taijutsu, your Heroic Spirit starts a clash check, using its Noble Phantasm attack contested by the triggering creature’s respective clash ability check as normal, if your Heroic Spirit wins the clash, it can cast one bukijutsu with a casting time of 1 action, as part of this reaction.

Realm of the Demon Lord

Classification: Active
Cost: 12 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: Your Heroic Spirit can manifest a piece of a time and place where it brought destruction upon the world, trapping its targets into a small scale hell. All but 5 creatures of your choice in a 60ft radius centered on your Heroic Spirit must make a constitution saving throw at the start of each of their turns, taking 12d10 necrotic damage and gaining 3 ranks of burn on a failed save, half as much damage on a success. Your summon may keep concentration on this Noble Phantasm for up to 1 minute, as if concentrating on a jutsu. Creatures trapped inside the art cannot leave the affected area by normal means, creatures that try to teleport outside the are must make a intelligence saving throw or the movement, jutsu or feature is negated.

Demon King of a Billionfold Heavens

Requirements: command seal level 5
Classification: Active
Cost: 20 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: Your Heroic Spirit can manifest a greater form of itself, taking the shape of a gargantuan demonic being of your description. As a full turn action, A Demon King Avatar is summoned in a space within 30ft of your Heroic Spirit that can hold it.

When Summoned, your Heroic Spirit’s material body is placed inside the avatar, being unable to be reached as long the demon exist.

The Demon has the following Statistics, and acts in your Heroic Spirit’s place on your turn. Your Heroic Spirit cannot act while this demon is active. It acts on your turn, being able to use your Heroic Spirit’s Action, Bonus action, movement or reaction as you see fit; your Heroic Spirit must maintain concentration on this Noble Phantasm as if concentrating on a jutsu.


Demon King Avatar

Gargantuan Demon


  • Armor Class 26
  • Hit Points 300
  • Speed 50ft.

STR DEX CON INT WIS CHA
30 (+10) 18 (+4) 30 (+10) 1 (-5) 10 (+0) 1 (-5)

  • Damage Resistances: All
  • Condition Immunities: All
  • Senses: Chakra Sight 120ft, Tremorsense 120ft, Passive Perception 30

Heavenly Manifestation. All attacks made by the avatar deal force damage, if your Heroic Spirit has a nature release, it deal that nature release’s damage instead (water=cold).

Critical Defense. Critical hits made against the avatar count as normal hits unless you are already bloodied.

Immutable Form. The Avatar is immune to any Jutsu or effect that would alter its form.

Too Big to Fail. The Avatar uses its summoners Proficiency + It’s Strength Modifier for all saving throws.

Noble Phantasm The avatar can cast one of your Noble Phantasms as if your Heroic Spirit had cast it. You two spend chakra as normal when doing this, it also uses your Attack bonus and save DC

Attacks

Multiattack. The Avatar attack twice using its Heavenly Fist.

Heavenly Fist. Melee weapon attack: +19 to hit, reach 15ft. Hit: 10d10+Str Force Damage

Billionfold Assault: Melee Weapon attack: Self (30-foot radius), Dexterity Saving Throw (DC 25) On a failed save, creatures take 14d6 force damage or half as much on a success.

Billionfold Bombardment (Recharge 1-6): The Avatar extends its arms, shooting innumerable quantities of projectiles towards its enemy’s general direction. All creatures in a 30ft cube within 120ft of the avatar must make a DC 25 Constitution saving throw, taking 14d6 force damage and becoming dazed until the end of your next turn.

Shield of Faith

Classification: Relic
Keywords: Bukijutsu
Description: Your Heroic Spirit has an item it can use for both offense and defense of great quality, your Heroic Spirit gains a weapon with a +3 bonus to hit and damage, this weapon also has 5 free seal slots. In addition, it may spend an action or reaction to activate this relic’s special ability, your Heroic Spirit speed is reduced to 0, and a force shield is generated around it, this shield has a 10ft radius and allows attacks and creatures to come out of it, but not to get in, the shield has AC equal to your Noble Phantasm save DC, 100 temporary hit points, immunity to psychic and poison damage, and resistance to all other damage, creatures inside the shield are behind total cover against anything originating outside the shield.

Your Heroic Spirit can shut down the shield as a bonus action, if it activates the shield again it must spend another use, regaining all lost hit points. Your Heroic Spirit may spend up to two chakra die to increase the shield’s hit points by twice the result.









































Crimson Holy Maiden

Requirements: Ruler
Classification: Relic
Keywords: Bukijutsu
Description: Your Heroic Spirit wield a weapon of absolute authority, capable of untold destruction, but at a great cost. The weapon has 5 seal slots, and While your Heroic Spirit holds it, it gains a +2 bonus to AC and on saving throws against genjutsu.

If both you and your Heroic Spirit spend an action, you may pour all the power of the command seal into the weapon, turning it into a bomb of unparalleled proportions, you and your Heroic Spirit die, and cannot be revived by any means, and all creatures within 60ft of your Heroic Spirit must make a Constitution Check, Heroic Spirits and other summons automatically fail this check, a creature that fails this check dies, a creature that succeeds on this check gains 5 ranks of exhaustion. Objects and structures within 60ft of your Heroic Spirit are atomized, leaving only a smoldering crater. Creatures within 120ft must make a dexterity and a strength saving throw, on a failed dexterity save, a creature takes 10d10 Necrotic damage that ignores resistance and immunity, half as much damage on a success, on a failed strength save, a target takes 10d10 force damage and is pushed 30ft, half as much damage on a success. A creature killed by this Noble Phantasm cannot be revived by any means as its soul is converted into nature chakra. The explosion can be seem from up to 10 miles away.

The War God’s Belt

Classification: Relic
Keywords: Bukijutsu
Description: Your Heroic Spirit holds a piece of equipment that comes from an ancient god of war, while wearing it, increase your Heroic Spirit’s Strength and Constitution ability score by +4, your Heroic Spirit may spend a bonus action to gain temporary hit points equal to the number of hit points it would gain from the increase to its maximum hit point, it may also increase the power of a weapon it is holding as a bonus action, giving it a +3 bonus to attack and damage rolls and make it ignore resistance and immunity for the next minute.

Reincarnation Pandora

Classification: Active
Cost: 10 Chakra
Keywords: Ninjutsu
Description: Your Heroic Spirit has an special ability to take away a creature’s secret tecniques and disable them from combat. As an action, you assault the soul of a single creature within 30ft. It must make a wisdom saving throw, taking 15d6 Chakra damage and your Heroic Spirit gaining half as much chakra on a failed save, and also on a failed save, if the Target creature has 25% or less of its maximum chakra points, you select one Jutsu, Art or Feature that you know it has and temporarily steal it for the next minute. The affected creature cannot use the stolen Jutsu, Art or feature for the duration. You can only have two stolen techniques this way at a time. A Jutsu, Art, or Feature that has a prerequisite feature, jutsu, or Art that needs to be in effect or requires it user have to use for the duration ignore that prerequisite. Any Drawbacks or penalties gained still take place and are closely imitated by this Art.

Nine Lives

Classification: Active
Cost: 8 Chakra
Keywords: Bukijutsu, Taijutsu, Clash
Description: The peak of martial arts, your Heroic Spirit knows a technique can be executed with any weapon, or even bare-handed, your Heroic Spirit can take the following actions:

1 Action:

  • Nine Lives: Your Heroic Spirit must be unarmed to use this ability, make 9 Noble Phantasm attacks against one target within 5ft, dealing twice your unarmed damage on each hit.

  • Nine Lives Blade Works: Your Heroic Spirit must be wielding a melee weapon to use this ability, make 8 Noble Phantasm attack against one target within your weapon’s reach, dealing your weapon’s damage on each hit, then make 1 Noble Phantasm attack against the same target, dealing your weapons damage and stunning it until the end of your next turn on a hit.

  • Shooting the Hundred Heads: Your Heroic Spirit must be wielding a ranged weapon to use this ability, make 9 Noble Phantasm attacks against one creature within your weapon’s range, dealing your weapon’s damage on each hit, the target must also make a constitution saving throw, with a -1 malus for each successful hit, becoming slowed, weakened, and envenomed for 1 minute on a failed save.

1 Bonus Action:

  • Defensive Nine Lives: Your Heroic Spirit get into an stance that let it use the technique of 9 hits defensively, it gains 9 reactions until the start of its next turn, these reactions can be spend when it is targeted by an attack or is forced to make a dexterity saving throw. It makes a Noble Phantasm attack contested by the triggering attack or the save DC, on a hit, reduce the damage by three times its weapon’s damage and the triggering creature takes the same amount.

King’s Order

Classification: Relic
Keywords: Special Description: Your Heroic Spirit is the wielder of a vast amount of riches powerful enough to be their own source of myths each, when you take this Noble Phantasm, choose 4 of the following abilities, your Heroic Spirit gains the chosen abilities, if you take this Noble Phantasm twice your Heroic Spirit gains 4 more abilities. this Noble Phantasm does not replace weapon or armor. Each component has its own jutsu keyword.

free Action

  • Immortality of the Master (Taijutsu): If your Heroic Spirit would die, its full hp is restored, ends any ongoing conditions and recovers any missing limbs. This ability can be used once.

1 Action

  • Birds of the War God (Bukijutsu): You call upon metal-like birds for support, make a ranged Noble Phantasm attack, on a hit, the target takes 6d12 piercing damage, the targets takes an additional 6d12 piercing damage at the start of each of its turn until a minute passes or the birds are destroyed, the birds are a construct with 50 hp, cannot be affected by area attacks, and are immune to psychic, poison, bludgeoning, piercing and slashing damage, and occupy the same space as the target.

  • Guard of Hell (Ninjutsu): You call upon the Dog that protects the entrance of hell. This Dog acts as an action or bonus action on your turn. The dog appears in a free space within 30ft of you.

  • Flesh-eating Steeds (Ninjutsu): You have 4 Horses and it can summon them all at once. These Horses acts as an action or bonus action on your turn, you can spend one action or bonus action to command all horses. The horses appear in a free space within 30ft of you, with each horse standing next to at least one other horse.

  • Pelt of the Lion (Bukijutsu): You can spend an action to become immune to all bludgeoning, piercing and slashing damage for the next minute.



















  • Magic Flute that Calls Panic (Genjutsu): You can spend an action to blow this instrument, all creatures in a 30ft cone must make a wisdom saving throw, taking 8d8 psychic damage, becoming deafened for 1 minute, being pushed back 30ft and knocked prone on a failed save, half as much damage on a success.

  • Down with a Touch! (Bukijutsu): You summon a magical lance that always forces its target to fall down. Make a melee Noble Phantasm attack, on a hit, the target takes 10d8 piercing damage and fall prone. This attack ignores immunity to the prone condition.

  • Otherworldly Phantom Horse (Ninjutsu): You summon a flying mount on a free space within 30ft of you. It acts as an action or bonus action on your turn, you can spend one action or bonus action to command all horses.

1 Bonus Action

  • Belt of the War God (Bukijutsu): While wielding a weapon, your Heroic Spirit may spend 10 Chakra to grant itself a +3 bonus to weapon attacks and damage rolls with that weapon for the next minute.

Reaction

  • Destruction Declaration (Ninjutsu): When you would be affected by a jutsu of A-rank or less, you can spend your reaction to call upon this book, negating the triggering jutsu. You can attempt to use this book against S-rank jutsu and arts, make a Noble Phantasm attack contested by the save DC of the triggering jutsu or art, negating it on a success.

Guard of Hell

Large Beast


  • Armor Class Your Noble Phantasm DC
  • Hit Points 153 (18d6+90)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 1 (-5) 12 (+1) 1 (-5)

  • Saving Throws: Same as the Heroic Spirit
  • Condition Immunities: All Mental
  • Senses: Darkvision 120ft, Passive Perception 16

Multiheaded The Guard of Hell cannot be surprised, and it has advantage on saving throws against being knocked unconscious

Pack of One the Guard of Hell has advantage on weapon attacks

Attacks

Multiattack. The Guard of Hell can make 3 bite attacks this turn

Bite. Melee weapon attack: +10 to hit, reach 5ft. Hit: 2d10+6 Piercing Damage


Flesh-eating Steed

Large Beast


  • Armor Class 16 + Your Proficiency Bonus
  • Hit Points 60 (18d6+90)
  • Speed 80ft.

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 18 (+4) 1 (-5) 12 (+1) 1 (-5)

  • Saving Throws: Dex +15
  • Condition Immunities: Fear, Dazed, Charmed
  • Senses: Passive Perception 11

Great Explorer You can climb and move across difficult terrain without any movement penalty. Your Jump distance and height is doubled.

Evasion When the Steed is forced to make a dexterity saving throw, it takes half damage on a failed save and no damage or effects on a successful one.

To serve man Weapon attacks made by the steed deal an additional die of damage against target made of flesh

Attacks

Bite. Melee weapon attack: +10 to hit, reach 5ft. Hit: 1d12+6 Piercing Damage


Flying Horse

Large Beast


  • Armor Class 13 + Your Proficiency Bonus
  • Hit Points 153 (18d6+90)
  • Speed 30ft. fly 60ft

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 10 (+0) 12 (+1) 10 (+0)

  • Saving Throws: Same as the Heroic Spirit
  • Condition Immunities: Fear, Charm
  • Senses: Darkvision 120ft, Passive Perception 16

Phase Move As a reaction to it or creatures it carries being targeted by an attack, the flying horse and all creatures it carres teleport to a free space within its movement speed that can hold them, and the triggering attack miss.

Mounted Dodge When you succeed a dexterity saving throw, all creatures mounted on you take no damage or effects. attacks

Attacks

Multiattack. The Flying Horse can make 2 claw attacks.

Claw. Melee weapon attack: +10 to hit, reach 5ft. Hit: 3d6+5 Slashing Damage

Let us Harness the Gods Above

Requirements: Earth Release or Water Release
Classification: Active
Cost: 8 Chakra
Keywords: Ninjutsu, Earth Release, Clash
Description: Your Heroic Spirit has the power to create and destroy life, a blessing granted by the earth itself to help its protection. The Chakra of your Heroic Spirit counts as nature chakra. Your Heroic Spirit loses access to this Noble Phantasm if it acts against the wishes of nature. Your Heroic Spirit may take the following actions:

Full Turn Action

  • Enuma Elish (Cost 12 chakra): Your Heroic Spirit call upon the trees and the water, and all living things, using their energy to create a beam of pure nature chakra. All creatures in a 120 feet long, 15 feet wide line originating from your Heroic Spirit must make a constitution saving throw, taking xd12 earth damage (x=the level of the highest leveled target) on a failed save, half as much damage on a success. When your Heroic Spirit clashes using this ability, it wins automatically. The terrain affected by this ability and within 10 feet of it becomes difficult terrain, as dense foliage appears were the beam passes. A creature reduced to 0 hp by this jutsu fall to 1 hp instead and gain the petrified condition, creatures immune to petrification die instead.

1 Action

  • Binding Charge: Your Heroic Spirit concentrates nature chakra on itself, converting in a catalyst for nature chakra attempting to petrify the target. Choose one target your Heroic Spirit could reach using its movements speed, your Heroic Spirit moves within 5ft of the target without provoking attacks of opportunity, and make a melee Noble Phantasm attack, dealing 12d6 earth damage on a hit and restraining the target, a creature restrained by this jutsu cannot move or be moved from its current space, a creature restrained by this jutsu can make a strength saving throw at the end of each of its turn to end this condition.
  • Animal Call: Your Heroic Spirit ask for help from all animals within 500ft of it, wild life with reach will attempt to come rushing to its help, (dm discretion).

1 Bonus Action

  • Land Binding: Your Heroic Spirit creates chains of nature chakra, attempting to grab a hold of its target. All creatures in a 60 feet cone originating from your Heroic Spirit must make a dexterity saving throw, being restrained for 1 minute and dazed until the end of your next turn on a failed save, an airborne creature that fails on this saving throw has its flying speed reduced to 0 for 1 minute and starts falling.








Wisdom of the People

Requirement: Earth Release
Classification: Active
Cost: 6 Chakra
Keywords: Ninjutsu, Earth Release, Clash
Description: Your Heroic Spirit has the power to create complex form out of simple earth in seconds, it can take the following actions:

1 Action

  • Item Creation: Your Heroic Spirit creates any number of mundane items, the sum of all items cannot have a value greater than 10,000 ryo. These items appear in unoccupied spaces of your choice within 60ft of your Heroic Spirit, items creates by this ability will deteriorate and become dirt if they are more than 120ft from your Heroic Spirit at the start of your turn.
  • Item Creation Shot: Your Heroic Spirit creates and shot weapons at a target at high speed. It makes a ranged Noble Phantasm attack against a target within 120 ft, dealing 12d12 earth damage and staggering it on a hit.
  • Item Creation Barrage: Your Heroic Spirit creates hundreds of weapons from the earth, and shoot then in a uncontrolled fashion, All creatures in a 60ft cone originating from your Heroic Spirit must make a dexterity saving throw, taking 12d10 earth damage and staggering them on a faile save, half as much damage on a success.

Reaction

  • Item Creation Shield: Your Heroic Spirit creates shields and walls out of earth to defend itself. As a reaction to taking damage, it gains temporary hit points equal to twice their character level + twice your proficiency modifier until the start of your next turn, they also become resistant to all damage for the duration of these temporary hit points.

Special

  • Item Creation Mend: your Heroic Spirit takes the pieces of a broken or destroyed item and attempts to repair it using molded earth, a mundane item can be repaired as a bonus action, a chakra-enhanced item can be repaired as an action, restoring any broken seal. your Heroic Spirit must hold more than half of the chakra-enhanced item’s original pieces for the mending to work.

Phantasmal Pedigree

Classification: Active
Cost: Especial
Keywords: Ninjutsu
Description: Your Heroic Spirit has collected not one, but many legendary abilities through its time, choose 4 other Noble Phantasms with the Active Classification, your Heroic Spirit can use one ability of each noble phantasm, at its normal cost, adding the additional cost from spirit container. Once one noble phantasm has been used, your Heroic Spirit cannot use the same noble phantasm again until it completes a short rest.

From Hell

Classification: Active
Cost: 12 Chakra
Keywords: Ninjutsu
Description: Your Heroic Spirit can take the form of a devil from legends, it may spend an action to gain the following:

  • Increase your strength score to 24 if it was 18 or lower, otherwise increase it by +6.

  • You gain a flying speed equal to your movement speed.

  • Your size becomes huge.

  • Increase your Constitution score to 22 if it was lower.

  • You gain temporary hit points, equal to your constitution ability modifier times your level.

  • You regain 10 temporary hit points at the start of each of your turns, these temporary hit points stack up to your constitution ability modifier times your level

  • You gain a natural weapon claw, this is a melee weapon that deals 3d10+strenght+constitution slashing damage and gives a rank of bleeding on a hit, you can make 2 attack with this weapon when you take the attack action.

  • You must keep concentration on this Noble Phantasm as if concentrating on a jutsu

Natural Born Killers

Classification: Active
Cost: 10 Chakra
Keywords: Ninjutsu
Description: Your Heroic Spirit can take many shapes and forms, sometimes at once, as an action, it can turn into creatures it has seem, gaining the ability scores, nonchakra enhanced equipment, movement speeds and natural attacks of that creature , while taking this shape it cannot cast jutsu, but can use Heroic Skills and other noble phantasms. Your Heroic Spirit also may turn into many creatures when transformed using this action, becoming as many creatures as it wants, spending 5 chakra for each additional creature, the collective level of all creatures cannot be greater than its own. Each new creature created by this jutsu appears in a free space within 30ft of your Heroic Spirit, this Noble Phantasm fails if there are no free spaces within 30ft of your Heroic Spirit. You may command up to two creatures created by this Noble Phantasm with a single action, bonus action, or reaction.

Creatures created by this Noble Phantasm do not have their own chakra, instead they all share the chakra pool of your Heroic Spirit. Their maximum hit points are half of the original creature’s, and when one of these creatures is reduced to 0 hit points, it disappears harmlessly, when the last creature is reduced to 0 hit points, your Heroic Spirit reverts to its normal form, and any excess damage carries over to its normal form. Your Heroic Spirit cannot turn into elite and solo creatures.

No end to this World’s Madness

Requirement: The ability to cast Genjutsu
Classification: Active
Cost: 6 Chakra
Keywords: Genjutsu, Visual, Auditory, Inhaled, Tactile, unaware
Description: Your Heroic Spirit is a master illusionist, to the point its illusion have reached beyond the realm of ordinary genjutsu and become a reality in and on itself. Your Heroic Spirit may take the following actions:

Action

  • Entrapment: Select a number of creatures that your Heroic Spirit can see, within 60 feet of it. Target creature makes a Wisdom Saving throw at Disadvantage. On a failed save, the target creatures are trapped inside an illusory world of your creation. The target creatures are robbed of their sense as you choose what they can see, hear, smell and feel. when an affected creature start their turn, choose between a Mental Labyrinth and a Genjutsu Loop.

    • Mental Labyrinth: The targets is trapped inside a repeating pattern of floor and walls, which seems to have no end, the creature move up to 30ft towards any direction of your choice, and cannot take action until the start of their next turn.

    • Genjutsu Loop: The target goes deeper inside your illusion, choose one Genjutsu you know, you cast that genjutsu, targeting only that creature, regardless of distance, at no cost.

Bonus Action

  • Misdirection: your Heroic Spirit uses guile and illusions to confuse a target, choose one creature within 60ft of your Heroic Spirit, it must make an intelligence saving throw, on a failed save, until the end of their next turn, if the target tries to spend its movements, it instead moves in a direction of your choice, up to its movement speed, if it tries to spend its action, it takes the attack action targeting creatures of your choice.




















Ever-distant Sword of Victory

Classification: Active
Cost: 6 Chakra
Keywords: Bukijutsu, Clash
Description: Your Heroic Spirit does not have a famous weapon, instead, it is inspired by the tales of a real relic, to the point of tuning to upgrading weapons based on that legend.

Action

  • Beam of Light: Your Heroic Spirit must be wielding a weapon under the effect of Empower Weapon to use this ability, it makes a swing or jab with the weapon that destroys anything in its path, all creatures in a 30ft line originating from your Heroic Spirit must make a Dexterity and a Wisdom saving throws, taking 12d10 force damage on a failed dexterity save, half as much damage on a success, and becoming blinded on a failed wisdom save.

  • Beam Barrage: Your Heroic Spirit must be wielding a weapon under the effect of Empower Weapon to use this ability, your Heroic Spirit makes a series of fast trust and swings that emanate pure energy, make 3 Noble Phantasms attack again targets within 30ft, you can direct these attacks toward a single target or many, up to the number of beams you fire, each attack deals 6d10 damage on a hit.

1 Bonus Action

  • Empower Weapon: Your Heroic Spirit gives part of its chakra to a weapon, giving the power of a leyend, if your Heroic Spirit is wielding a martial weapon, it becomes a +3 weapon, if your Heroic Spirit is wielding an improvised weapon, it gains a +2 bonus and no longer counts as an improvised weapon for your Heroic Spirit. Empowered weapons last until your Heroic Spirit stops being Powered or drops the item, whichever happens first. When this effect end the weapon is destroyed.

Rounds of the Lionheart

Classification: Active
Cost: 8 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: Your Heroic Spirit is always followed by a cadre of half-summoned companions, it may take one of the following action:

1 action

  • Personal Retinue: Your Heroic Spirit manifest his followers as a band of warriors that will fight for him, all creatures of your choice within 30ft of your Heroic Spirit must make a Dexterity saving throw, taking 10d10 slashing damage, once per turn. Your Heroic Spirit can keep concentration on this ability as if concentrating on a jutsu, with a duration of 1 minute, the are moves with your Heroic Spirit, and when a hostile start its turn within this are or enter it for the first time on their turn, they must repeat the saving throw.

  • Vassal Knights: Your Heroic Spirit manifest a small but extremely strong group of followers to charge against its foes, choose one creature within 60ft of your Heroic Spirit, make a melee Noble Phantasm attack against that target, dealing 15d10 bludgeoning damage and staggering it.

  • Court Magician: Your Heroic Spirit manifest one expert at ninjutsu to ask for help in a task, It may cast one ninjutsu of your choice that does not deal damage, gives a condition or has a negative side effect, with a casting time of 1 action or bonus action. The Range of the Ninjutsu becomes 30ft and can only affect one creature you can see. Half of the jutsu's cost is added to this Noble Phantasm.

Reaction

  • Royal Yeomen: Your Heroic Spirit manifest a band of bowmen on a hurry, as a reaction when it is targeted by a ranged attack, or when a creature moves within 5ft of your Heroic Spirit, it may move up to its movement speed without provoking attacks of opportunity, and make a ranged weapon attack against the trigger, if the result of the attack is greater than the triggering attack, the attack is negated, if the attack beats the AC of the triggering creature, it takes 6d10 piercing damage and becomes restrained until the end of the end of its next turn.

Musketeers Masquerade

Classification: Active
Cost: 4 Chakra
Keywords: Genjutsu
Description: Your Heroic Spirit may change the destiny of one creature it can see within 30ft of it, increasing its chances of success on whatever it is trying to accomplish, it may take the following actions:

1 Action

  • Valor Enhancement: The target gains a 1d12 bonus to attack rolls, damage rolls, and skill checks until the end of its next turn.

  • Velocity Enhancement: The target gains an additional action on its next turn.

  • vigor Enhancement: The target gains 16d6 temporary hit points for 1 minute, it also heals 4d6 hit points each turn for the duration of these temporary hit points.

Reaction

  • Reflex Enhancement: The target gains 2 additional reactions until the start of its next turn.

Unfinished Stunning Tale

Requirements: Item Creation Skill
Classification: Active
Cost: 10 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You Heroic Spirit, while not a blacksmith, has the ability to modify items so they become an ever better version of themselves. If your Heroic Spirit spends 1 hour tweaking a mundane item, keeping it within 5ft of it, the item becomes a chakra-enhanced item, and may fill its 5 seal slots with weapon or armor seals of your choice, each seal cannot have a rank higher than your highest jutsu known rank.

Each item created by this Noble Phantasm reduces your Heroic Spirit’s maximum chakra points by 10 until the item is destroyed or it decides to end the effect as a bonus action. An item may temporarily lose the effects of this art if it is more than 120ft away from you or your Heroic Spirit.

King’s Treasure: Dingir

Classification: Relic
Keywords: Ninjutsu, Fuinjutsu
Description: This Tablet allows your Heroic Spirit access to a pocket vault with a size of 100 cubic feet. Your Heroic Spirit can use a bonus action to put any items it is holding or wearing into the vault. Your Heroic Spirit can also equip itself with any items already in the vault as a part of the same bonus action. Your Heroic Spirit may also take any of the following action on their turn:

1 Action

  • Ninjutsu Trove: Your Heroic Spirit is able to cast any ninjutsu of the same rank as itself or lower, at no additional cost that does not require mobility (M), a Chakra Seal (CS), a weapon (W) or ninja tools (NT) components, and does not have the hijutsu keyword, with a casting time of 1 action or bonus action.

  • Magician’s Barrage: Your Heroic Spirit opens portals that release hundreds of blast from weapons with storing seals, all creatures in a 30ft radius sphere within 120ft of your Heroic Spirit must make a dexterity saving throw, taking 8d12 force damage, this damage count as damage of one nature release that would allow it to ignore resistance or immunity or capitalize on vulnerabilities, and it can vary between each target. A target takes half as much damage on a success.

1 Bonus Action

  • Right jutsu for the job: Your Heroic Spirit looks upon its vast treasure and takes one weapon or armor with a storing seal within it. Your Heroic Spirit obtains one weapon or armor with a storing seal that contains 5 charges of any ninjutsu of D-rank or less. You can spend additional uses, increase the Maximum rank of this seal by 1. Objects summoned this way return to the pocket dimension after 1 minute has passed.

Reaction

  • Seal Guard: Your Heroic Spirit is able to cast any reaction ninjutsu at no cost that does not require mobility (M), a Chakra Seal (CS), a weapon (W) or ninja tools (NT) components, and does not have the hijutsu keyword.

Falsely Transcribed Creation

Classification: Active
Cost: 10 Chakra
Keywords: Ninjutsu
Description: Your Heroic Spirit has the ability to return any damage it takes towards the attacker. When your Heroic Spirit takes damage, it may spend a reaction to make the attacker suffer the same amount of damage, until the start of your next turn, your Heroic Spirit gains resistance to all damage, and creatures that infict damage to it take psychic damage equal to the damage it would take, before resistance, immunity and damage reduction.

Gouging Sword of the War God

Classification: Relic
Keywords: Bukijutsu
Description: Your Heroic Spirit has a weapon that always strikes first, but only when striking second. This weapon has 5 seal slots, does not requires a free hand to be used, and your Heroic Spirit can use intelligence, instead of strength, for attack and damage rolls with this weapon. Your Heroic Spirit may also take any of the following action on their turn:

1 Action

  • Toole: make 3 ranged Noble Phantasm attacks against a target within 30ft, dealing 8d8 lightning damage and giving a rank of shocked each hit.

  • Retaliator: When a creature within 30ft is under and effect that grants it bonuses to attack rolls, damage rolls, save DC, or extra attacks, you may make a ranged noble phantasm attack, dealing 14d8 lightning damage and negating those effects on a hit.

  • Gouge: When a creature within 30ft is under and effect that grants it bonuses to AC, temporary hit points, resistance or immunity, make a ranged Noble Phantasm attack, dealing 10d12 lightning damage and negating those effects on a hit.

Reaction

  • Answerer: as a reaction to taking damage from a jutsu or art. Make a ranged noble phantasm attack, on a hit the triggering jutsu or art is negated and the target takes an amount of damage equal to the triggering jutsu or art’s damage.

The Angel that Announces Death

Classification: Relic
Keywords: Bukijutsu
Description: Your Heroic Spirit holds a blessed weapon that will kill when it strikes true. This is a weapon with a +3 bonus to attack and damage rolls, it also has 5 seal slots. On a natural roll of 20, a creature hit by a weapon attack made with this weapon dies, as its head is chopped off.

Divine Figure of Kurikara

Requirements: melee martial weapon proficiency
Classification: Active
Cost: 12 Chakra
Keywords: Bukijutsu Clash
Description: Your Heroic Spirit has reached a level of power close to perfection and is able to create a giant demon with just the pressure of his chakra, with this power he is able to launch an attack that can destroy even reality itself.

your Heroic Spirit takes a firm stance and then dominates the opponent with the energy of their swords to damage their spirit, finally your Heroic Spirit lets out his final blow with all his might.

Make 4 Melee Noble Phantasm attacks, dealing your weapon damage+2d10 each, If you scored at least two hit, you attack one final time destroying reality in the process.

Regardless of the result of the attack, you automatically hit.

You can roll to hit and declare the attack a hit or a miss, and the target can choose to react accordingly as they normally would, but regardless of the result or any penalties they impose or bonuses they gain, you automatically hit, dealing your weapons damage + 6d10.

Dawn of Ruin

Requirement: Dragon Slayer
Classification: Relic
Keywords: Bukijutsu, Clash
Description: Your Heroic Spirit is the wielder of one legendary piece of weaponry with the Phantasmal Prefix, this weapon has a +3 bonus to attack and damage rolls, and deals 2 additional dice of damage against creatures who have the creature type defined by your Dragon Slayer skill, and actions granted by this Noble Phantasm threat those creatures as vulnerable. While wielding this weapon your Heroic Spirit can take any of the following actions:

1 Full Turn Action

  • Heaven's Wheel of Destruction: All creatures in a 120ft long, 15 feet wide line must make a strength saving throw, taking 20d10 Slashing damage on a failed save, half as much damage on a success. Affected creatures also make a constitution saving throw, creatures that failed their strength saving throw make this one at disadvantage, on a failed save a creature gains 3 ranks of weakened. Targets with the Creature type of your Dragon Slayer Skill cannot be resistant or immune to this damage or condition. While weakened this way, the target repeats its save at the start of each of its turns, gaining another rank of weakened on a fail. A target keeps repeating this save until healed of this condition.

1 Action

  • Felling of the Holy Queen: Make a melee Noble Phantasm attack against a creature within your weapon's range, dealing 12d10 slashing damage on a hit, and the target must make a constitution saving throw, with a penalty equal to how much your to hit surpassed its AC. On a failed save the target gains ranks of bleed equal to the amount it failed its save by.

  • Felling of the Sky Dragon: All creatures in a 60ft cone in front of you must make a dexterity saving throw, on a failed save, a creature takes 12d8 slashing damage and gains 3 ranks of weakened.

Blood Armor of the Evil Dragon

Requirement: Heavy Armor proficiency
Classification: Relic
Keywords: Bukijutsu
Description: Your Heroic spirit wears armor made from the blood and scales of a dragon. This armor increases its AC by +5 and its strength, dexterity and constitution saving throws by +3, and gives your heroic spirit immunity to critical hits, other than those made by a natural 20. This armor also has 5 Armor seal slots. While wearing this armor, your Heroic Spirit can take any of the following actions:

Reaction

  • Dragonblooded When you would take damage, you may spend a reaction to threat all damage dice as if they rolled a 1, until the end of the current turn.

Radiant and Brilliant Royal Sword

Requirements: Lightning Release
Classification: Relic
Keywords: Bukijutsu, Clash
Description: Your Heroic Spirit is the wielder of one piece of royal weaponry, blessed by lightning and thunder, this weapon has a +2 bonus to attack and damage rolls, 5 free seal slots, and deals both its original damage type and lightning damage for the purpose of overcoming resistance and immunity and capitalizing on vulnerabilities. While wielding this weapon your Heroic Spirit can take any of the following actions:

1 Action

  • Crimson Lightning Choose a point within 60ft of you, all creatures within 10ft of it must make a constitution saving throw, taking 5d10 lightning damage and becoming stunned on a failed save, half as much damage on a success. If a creature fails their save, you gain an additional action, which must be used to take the attack action against that creature. You can only gain an additional action this way once per casting.

Full Turn Action

  • Rebellion: All creatures in a 120ft long, 10ft wide line must make a dexterity saving throw, taking 14d12 lighning damage on a failed save, half as much damage on a success. Afterwards all creatures in the area make a constitution saving throw, becoming stunned for 1d4 of their turns on a failed save, and gain a rank of shocked for 1d4 turns on a success. This ability has advantage on clash checks against arts or jutsu with an area of cone, sphere and cube.

Armor of Hidden Infidelity

Requirements: Heavy Armor Proficiency
Classification: Relic
Keywords: Bukijutsu
Description: this Noble Phantasm does not have an use limit. It instead counts as a passive for the Spirit Container feature. Your heroic spirit becomes a bastion of power while wearing this armor, and hard to track while not wearing it. It can spend an object interaction to remove parts of the armor or totally doning it off, or doning it up again. While donned off the armor return to your heroic spirit's pocket dimension. Doning and doffing this armor does not cost uses.

While wearing this armor, your heroic spirit gains the following:

  • You cannot be moved against its will.
  • you gain an additional 10 damage reduction against all non-psychic damage, this in addition to the armor's normal damage reduction
  • Your Strength ability score increases by +6.
  • While wearing this armor, you take half as much damage from failed strength saving throws and no damage or effects on a success.

While not wearing their armor, your heroic spirit has its speed increased manyfold, gaining the following:

  • Your speed increases by 30ft.
  • Your AC increases by +5
  • Your Dexterity ability score increases by +6.
  • While in this state, you take half as much damage from failed dexterity saving throws and no damage or effects on a success.

Left Arm - Foundation of Heaven's Blessing

Requirement:
Classification: Passive
Keywords: Ninjutsu
Description: Your heroic Spirit has a left arm blessed to grant it eternal youth, and augment its physical abilities beyond what should be possible. It gains the following:

  • Your hit point maximum cannot be reduced
  • You are immune to instant death effects.
  • Conditions cannot take away your action or bonus action, and you are immune to time-based effects, like being aged or de-aged, or being within a field of stopped time.
  • You gain a +4 bonus to strength, dexterity and constitution checks and saving throws.
  • Once per turn, when you deal damage or heal a creature, increase the dice by 1 step (d4>d6>d8>d10>d12>2d8).
  • Reduce the chakra cost of jutsu you cast by -2.

Right Arm - Wickedness Predation

Requirement:
Classification: Passive
Keywords: Ninjutsu
Description: Your heroic spirit has a right arm that strikes down on illusions and lies, allowing it vision beyond normal capabilities. It gains the following:

  • You are always aware of genjutsu (This does not makes you immune to them).
  • Hostile creatures or effects cannot decide your course of action.
  • You cannot be surprised and always known the exact position of all creatures within 30ft of you.
  • You gain a +4 bonus to intelligence, wisdom and charisma checks and saving throws.
  • Once per turn, when you deal damage or heal a creature, increase the dice by 1 die step (d4>d6>d8>d10>d12>2d8).
  • Reduce the concentration cost of jutsu you cast by -2.

Lord of Execution

Requirements: Piercing Weapon
Classification: Relic
Keywords: Bukijutsu
Description: Your Heroic Spirit wields a Weapon that let it direct hundreds upon thousands of Stakes to attack their enemies. The weapon has a +5 bonus to damage rolls, and 5 weapon seal slots. While wielding this weapon your Heroic Spirit can take any of the following actions:

1 Action

  • Infinite Stakes All creatures of your choice within 60ft of you must make a dexterity saving throw, taking 10d10 piercing damage and becoming impaled on a failed save, half as much damage on a success. A creature impaled this way may spend their action to make a strength (athletics) check at disadvantage, ending this condition on itself on a success.

  • Gorge on your Blood All creatures that are impaled within 60ft of you take 4d10 piercing damage and make a constitution saving throw, gaining 4 ranks of lacerated on a failed save.

1 Bonus Action

  • Stake of Despair Make a ranged Noble Phantasm attack against a creature within 60ft of you, dealing 8d10 piercing damage on a hit and restraining the target on a hit. A creature restrained this way also becomes Impaled until the end of their next turn.

Reaction

  • Stake Shield When you would take damage, you may spend a reaction to create a shield of spikes around you. Until the start of your next turn, Your AC and your Master's increases by +8, and creatures that would target either of you with an attack take 3d10 piercing damage.

Impaled: An impaled creature is restrained, takes 2d10 piercing damage at the start of each of its turns, and if it would try to use an action or bonus action, it must make a DC 15 constitution check, being unable to use the action on a fail. This condition can be removed by jutsu that are able to remove Physical conditons of A-rank or higher.

The Succession of Blood

Classification: Active
Components: CM
Cost: 12 Chakra
Keywords: Ninjutsu
Description: Your Heroic Spirit can take the form of a vampire from legends, it may spend an action to gain the following for 1 minute:

  • You end all conditions currently affecting you.
  • You cannot use any other Noble Phantasm for the duration.
  • Your creature type becomes undead.
  • Your strength ability score increases by +6.
  • You become Berserk for the duration. You can choose to attack or not your master.
  • You become immune to weapon attacks and necrotic damage.
  • Your movement speed is doubled, and you gain a fly speed equal to your movement speed.
  • Your size increases 1 step.
  • You gain darkvision and chakra sight up to 120ft.
  • You gain resistance to Jutsu that dont have the fire release keyword.
  • You gain a natural weapon claw, this is a melee weapon that deals 3d10 + strenght piercing damage and gives a rank of bleeding on a hit, you can make 2 attack with this weapon when you take the attack action.
  • You regain 20 hit points at the start of each of your turns, and end one physical condition currently affecting you.

Heavenly Single-Shot

Requirements: Wis or Dex 16+
Classification: Active
Components: HS
Cost: 5 Chakra
Keywords: Ninjutsu
Description: Your heroic spirit can call shots from beyond the firmament, striking whenever it pleases. As an action, make a ranged Noble Phantasm attack against a creature you can see, dealing 12d12 damage on a hit.

Once per long rest, your heroic spirit can make this attack as a free action, at any time, including other creature's turn, ignoring components.

When your heroic spirit would be reduce to 0 hit points, you can spend the chakra cost cast this Noble Phantasm targeting a creature you can see, ignoring components.

Bow of Heaven

Requirements: Ranged Weapon
Classification: Relic
Keywords: Bukijutsu
Description: Your heroic spirit wield a weapon of heavenly power, it has a +2 bonus to bukijutsu save DC, and 5 seal slots. While wielding this weapon, your heroic spirit can take the following actions:

1 Action

  • Message on the Arrow All creatures in a 60ft radius within your weapon's range must make a constitution saving throw, taking 8d12 piercing damage and becoming dazed on a failed save, half as much damage on a success.

  • Arrows of the Big Dipper Choose one target within your weapon's range, the creature must make a constitution saving throw, taking 10d12 piercing damage and gainig a rank of slowed on a failed save, half as much damage on a success. For each 2 grades of failure, increase this Noble Phantasm's damage by 1d12 and the ranks of slowed by 1, to a maximum of 7 ranks.

Beast of Divine Punishment

Requirements: Light Armor
Classification: Relic
Keywords: Bukijutsu
Description: Your heroic spirit wears a pelt made of the skin of a divine creature, who once was considered indestructible. This light armor has a +3 bonus to AC and 5 seal slots. While wearing this armor your heroic spirit can take the following actions:

1 Action

  • Disputed Spoils of War You move in a straigth, 30ft line, as the magical properties of the pelt causes all creatures that see it desire it for themselves. All creatures within 20ft of the line must make a wisdom saving throw, a creature that fails this saving throw becomes obsessed with being the only one that can take the pelt, and until the end of their next turn, all attacks or other hostile actions it takes will be directed towards allied creatures it can see, moving up to its remaining movement speed if necessary.

  • Metamorphosis You take on all the negative energy on the pelt, using it to take the form of the slain beast for 1 minute. This ability does not spend uses, but can only be used once per full rest. For the duration, you gain the following:

    • You end all physical conditions currently affecting you.
    • You gain the Berserk condition for the duration.
    • You cannot use any other Noble Phantasm for the duration.
    • Yu gain a fly speed equal to your walking speed.
    • Increase your Strength, Dexterity and Constitution ability score by +4. Your current hit points increase by twice your level.
    • Your unarmed and weapon's damage increases by 2 dice.

Reaction

  • Strong Skin While on your turn, or when you would take damage, roll 5d8+your level, gaining the result as hit points, as the pelt regenerates your body.

Arrogant King's Alcohol

Requirements: knows a jutsu that deals Poison Damage or gives the poisoned or envenomed condition.
Classification: Active
Components: HS, CM
Cost: 5 Chakra
Keywords: Ninjutsu, Medical
Description: Your heroic spirit is a known poisoned, its expertise in venom gaining world renown. It can take the following actions:

1 Action

  • Kiss of Bashmu: Your Heroic Spirit deliver a poison on contact with the target's skin. Make a melee Noble Phantasm attack against a creature within 5ft, dealing 16d8 poison damage on a hit and granting it 3 ranks of envenomed and becomes poisoned. A creature already envenomed or poisoned takes double damage.
  • Venom Field: An area of a size of your choice not bigger than 60ft, centered on your heroic spirit becomes a poison field. Creatures that start their turn or move for the first time on their turn inside this are must make a constitution saving throw, taking 3d10 poison damage and becoming vulnerable to the envenomed condition on a failed save, half as much damage on a success. Your heroic spirit must keep concentraion on this ability as if concentrating on a jutsu, but does not need to spend chakra.

1 Bonus Action

  • Venom Embrace: Your Heroic spirit creates chains of poisoned material. Choose up to 3 creatures you can see, within 30ft of you, they must make a strength saving throw, becoming restrained, poisoned, and envenomed on a failed save. A creature may spend an action to repeat this saving throw, ending the noble phantasm on itself on a succesfull save. A creature that ends this turn under this ability's effect gains an additional rank of envenomed.

Reaction

  • Poison Mist When you would take damage, you explode into a mass of poison gas. You increase your AC or saving throw result by 3d6 against the triggering attack or save, and you teleport towards a free space you can see a distance up to your movement speed. All creatures within 10ft of your starting position must make a constitution saving throw, taking 5d6 poison damage and becoming poisoned on a failed save, half as much damage on a success.

Horned Venom Dragon

Requirements: knows a jutsu that deals Poison Damage or gives the poisoned or envenomed condition.
Classification: Active
Components: HS, CM, CS
Cost: 4 Chakra
Keywords: Ninjutsu, Medical, Fuinjutsu
Description: Your heroic spirit has gained the fealty of a creature made of venenous substances, and uses it to cause death and destruction on the battlefield, it can take the following actions:

1 Full Turn Action

  • Summon Great Horned Snake (12 Chakra): The Great Horned Snake is summoned in a space within 30ft of your Heroic Spirit that can hold it. When Summoned, your Heroic Spirit is placed inside its head, being unable to be reached as long the Horned Snake exist. The Horned Snake has the following Statistics, and acts when either you or your Heroic Spirit spend a bonus action to command it, taking the dodge action if no command is given.

1 Action

  • Poison Snake Fang: Make a melee Noble Phantasm attack against a creature within 10ft, dealing 6d10 poison damage on a hit, and the target gains a rank of envenomed for each 5 damage it took. Up to 10 ranks.

  • Poison Siphon: Make a melee Noble Phantasm attack against a envenomed creature within 10ft of you, on a hit, the creature gains another rank of envemoed, takes damage from the condition and you regain the result as hit points.



Great Horned Snake

Gargantuan Monstrosity


  • Armor Class Your Noble Phantasm DC
  • Hit Points 250
  • Speed 30ft. fly 30ft. borrowing 30ft.

STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 22 (+6) 16 (+3) 16 (+3) 16 (+3)

  • Damage Immunities Bludgeoning, Piercing, Slashing, Poison, Psychic
  • Condition Immunities All
  • Senses: Chakra Sight 120ft, Tremorsense 120ft, Passive Perception 30

Critical Defense. Critical hits made against you count as normal hits unless you are already bloodied.

Immutable Form. You are immune to any Jutsu or effect that would alter your form.

Too Big to Fail. You use your summoners Proficiency + your Constitution Modifier for all saving throws

Poison Body When you would take poison damage, you are healed instead.

Poison Touch Creatures hit by an attack made by you must make a constitution saving throw against your Noble Phantasm DC, becoming poisoned on a fail. A creature already poisoned gains a rank of envenomed. On a critical hit a creature automatically fails this save, and gainst 2 ranks instead.

Poison Trap Creatures that make melee attacks against you must make a constitution saving throw, taking 3d6 poison damage on a fail.

Actions

Multiattack. The Horned Snake can make 1 Fang attack, and 2 Tail Attacks each turn.

Fang. Melee weapon attack: (Uses your Noble Phantasm attack) to hit, reach 15ft. Hit: 4d10+Str Piercing Damage. On a result of 15 or higher the target is restrained.

Tail. Melee weapon attack: (Uses your Noble Phantasm attack) to hit, reach 15ft. Hit: 4d8+Str Bludgeoning Damage On a result of 17 or higher the target becomes dazed until the end of its next turn

Poison Breath : Melee Weapon attack: Self (60ft long 15ft wide line), Constitution Saving throw (Your Noble Phantasm DC) On a failed save, creatures take 6d8 Poison damage and becomes of poisoned.

Aerial Garden of Vanity

Requirements: Command Seal level 5, S-rank Territory Creation.
Classification: Relic
Keywords: Ninjutsu, Fuinjutsu
Description: this Noble Phantasm does not replaces any weapon or armor. Your Heroic Spirit becomes able to summon a gigantic construct of immense power. To gain access to this construct, you must spend 3 DT to collect the materials needed, once this is done, your heroic spirit makes a DC 20 Ninshou check as it forms the structure in place, on a success. The Flying Fortress is created. On a fail, your heroic spirit cannot attempt to create the fortress until completing a long rest.

The Flying fortress is a gargantuan construct that occupies a 120ft wide, 120ft long, and 120ft high space. The Fortress is divided in 3 sections, the Upper deck, where creatures can stand to the open air, giving them half cover against attacks from outside the deck, the lower deck, where creatures have three-quarter cover agains attack originating outside this deck,, and the throne room, creatures inside the throne room have total cover against anything originating from outside of it, with the outside having total cover against anything inside of it. A creature that wants to enter the fortress must do so from the upper deck, and spend 30ft of movement for each deck it is lowering. The driver of the fortress may choose to double the movement cost for creatures of its choice. The Fortress uses your Noble Phantasm to hit and DC for its actions.



Flying Fortress

Gargantuan Construct


  • Armor Class Your Noble Phantasm DC
  • Damage Reduction 20 (all damage)
  • Hit Points 3000
  • Speed fly 60ft.

STR DEX CON INT WIS CHA
30 (+10) 22 (+6) 30 (+10) - (-) - (-) - (-)

  • Damage Resistances All
  • Damage Immunity Psychic, Poison
  • Condition Immunities All
  • Senses: Chakra Sight 1 mile

Heroic Fortress. Whoever cast this Noble Phantasm is the only creature capable to direct this fortress. It may spend a full turn action while within the throne room to connect to the gigantic machine, becoming the driver. The driver cannot use its actions unless to direct the fortress, and can spend an action to disconnect from it. The driver knows the exact location of all creatures within the fortress, and may spend an action to see through the fortress' senses, becoming blinded to its surrounding, while able to see through the fortress' walls to a distance up to 1 mile away. A Heroic Spirit does not need to be powered to man the fortress.

Manned. This machine does not take part in initiative, instead it acts as part of a connected driver's turn, using the driver's action, bonus action and reaction. The fortress cannot benefit from any additional action.

Mindless. The Fortress cannot be affected by genjutsu nor any form of psychic damage. Otherwise it automatically fails all intelligence, wisdom, and charisma checks and saving throws.

Noble Channeler The driver can spend their action, bonus action and reaction to cast ninjutsu and genjutsu, including Noble Phantasms with these keywords, through the fortress, having its point of origin being any point within the fortress, as if the driver was standing there.

Machine of War The Fortress uses your proficiency modifier plus its ability modifier for strength, dexterity, and constitution saving throws.

Self-Repair System The fortress cannot recover hit points by any means except for this feature. When the driver would take a long rest, the fortress recover 30 hit points. When the driver would take a full rest, the fortress recovers 60 hit points. When the driver spends DT, the fortres recovers 100 hit points for each DT spend.

Mage's Tower The area inside the fortress is always under the effect of Territory Creation.

Actions

Hailing Missiles. Make one ranged attack against all creatures of your choice within 120ft of you, dealing 8d8 piercing damage on a hit.

Lightning Storm. All creatures in a 120ft long, 15ft wide line originating outside the fortress must make a dexterity saving throw, taking 6d10 force damage on a failed save, half as much damage on a success.

Floor Traps. All creatures of your choice within 10ft of a point in the lower deck or throne room must make an strength saving throw, taking 3d12 bludgeoning damage and becoming dazed on a failed save, half as much damage on a success.

Dart Traps. All creatures in a 15ft radius sphere inside in the lower deck or throne room must make a dexterity saving throw, taking 9d4 piercing damage and becoming poisoned on a failed save, half as much damage on a success.

Anihilation Bombardment (once per long rest) All creatures in a 120ft radius sphere within 500 feet of the fortress, make a constitution saving throw, taking 20d10 bludgeoning damage on a failed save, half as much damage on a success. Structures within this area take double damage. The affected area becomes difficult terrain.

Holy Dismemberment

Requirements: simple weapon
Classification: Relic
Keywords: Ninjutsu, Fuinjutsu
Description: Your servant holds a weapon that bears a grudge. It threats all damage rolls of 1 as 2, and has 7 seal slots. While wielding this weapon, your Heroic Spirit can take the following actions:

1 Action

  • The Ripper: One creature within 5ft of you must make a Charisma saving throw, taking 10d8 Slashing damage on a failed save, half as much on a success. The effects of this attacks are modified depending on the following:

    • If this Noble Phantasm is used while in the night, when the moon and stars are out, increase the damage by 5 dice, and on a failed save the target creatures gains 3 ranks of bleed.
    • If this Noble Phantasm is used while you and the target are lightly obscured, increase the damage by 2 dice and the target creature gains 2 ranks of bleed on a failed save. If you and the target creature are heavily obscured, you instead increase the damage by 4 dice and the target gainst 4 ranks of bleed on a failed save.
    • If the target creature is a woman, increase the damage dice by 1 step, and on a failed save the target gains 5 ranks of weakened that ignore immunity.

Misty Metropolis

Classification: Active
Components: HS, CM
Cost: 6 Chakra
Keywords: Ninjutsu, Sensory
Description: Your Heroic Spirit is a being of mistery, covered in layers of darkness that hide it from preying eyes. It can take the following actions, while benefiting from any of these, you and your Heroic Spirit cannot be detected by jutsu with the Sensory keyword:

1 Action

  • Darkened Fog: Your create a 50ft radius field of mist that moves with you. The area becomes difficult terrain and heavily obscured for all creatures, including flying creatures over 30ft of it, but you and your summoner ignore the negative effects of both while within this area. Creatures that attemp to move within this area must make a perception check contested by your Noble Phantasm DC, on a failed save they cannot leave the are of fog you decide how they move. You must keep concentrating on this ability, as if concentrating on a jutsu.
  • Deadly Smog: You create a 50ft radius field of smog that moves with you. The are is heavily obscured and creatures that start their turn or move for the first time on their turn within this area must make a constitution saving throw, gaining a rank of exhaustion and one of weakened on a fail. Minions that fails this save die instead. Creatures that attempt to leave this area must make a perception check against your Noble Phantasm DC, being unable to leave on a failed save. A creature outsie the smoke remakes their save at the end of each of its turns, losing all ranks of exhaustion gained from this Noble Phantasm on a success. You and your summoner are immune to the negative effects of this field. You must keep concentrating on this ability, as if concentrating on a jutsu.

Reaction

  • Misty Escape If you would take damage while heavily obscured, you can spend a rection to gain a +5 bonus to AC until the start of your next turn. If an attack would miss you, you can teleport to another space within 30ft that is also heavily obscured, and make an stealth check to hide. If your summoner is also heavily obscured, they also benefit from this ability.

Enclosed Miniature World

Classification: Relic
Keywords: Ninjutsu, Fuinjutsu
Description: Your Heroic Spirit wields a shield that contains inside of it a recreation of the world. The shield grants its bearer a +5 bonus to AC while holding the shield, and it has 5 armor seal slots. While wielding this shield, your heroic spirit can take the following actions.

1 Action

  • Azure Charge: You charge towards a creature, attempting to run over it with the full force of the shield. Move up to your movement speed towards a target, and make a melee Noble Phantasm attack, on a hit, the target takes 10d8 bludgeoning damage and is knocked prone, in addition, it must make an strength saving throw, on a failed save it is pushed a distance equal to the distance travelled to reach it, and takes falling damage equal to twice that distance.

Reaction

  • Azure Reversal: When an attack would miss you, you may spend a reaction to return the full force of the attack to the attacker. Make a melee Noble Phantasm attack against the triggering creature, on a hit, the target takes damage as if it was hit by its own attack, if the attack was acompained by a saving throw of some kind, the target also must make this saving throw, using your Noble Phantasm DC as the DC of that saving throw.

  • Azure World: When you would take damage, you may repell it with the force of the world hidden within the shield. The world has a number of hit points equal to 12 times your character level, and grants you total cover while it still has hit points. The world last until the start of your next turn or until it is reduced to 0 hit points, whichever happens first.

Hero-killing Weapon

Classification: Relic
Keywords: Ninjutsu, Fuinjutsu
Description: Your Heroic Spirit wields a weapon that has been designed to fight against heroes, it ignores resistance and damage reduction, and has 5 weapon seal slots. While wielding this weapon, your heroic spirit can spend an action to summmon the Heroes' Arena.

Heroes' Arena: the weapon creates a field of perfect conditions, where no luck or outside interference may enter in battle. Choose one creature that can you can see and hear, it must make a wisdom saving throw, on a fail it enters this colosseum with you, a willing creature can choose to fail this saving throw. On a failed save, both you and the affected creature are shunted to the colosseum. Creatures stay in the colloseum for the next minute, or until one is reduced to 0 hit points or killed, whichever happens first.

The colloseum is a 30ft radius plane of your description. With walls around the border blocking travell outside of it. While inside this plane, summoned creatures can still hear orders from their summoner, but otherwise communication between it and the outside is impossible. While within the colosseum, All damage rolls automatically roll their average (rounded up), and creatures cannot negate damage or be immune to it. The first attack roll a creature makes automatically rolls a natural 5, and each succesive roll it makes increases the result by 1, until reaching 15, when the count resets to 5 on the next roll. The first saving throw each creature makes automatically rolls a 15, and each succesive roll reduces the result by 1, until reaching 5, when the count start again from 15 on the next roll. Skill checks and ability checks always result on a 10.

Amaranth of the Brave

Classification: Active
Components: M
Cost: 6 Chakra
Keywords: Taijutsu
Description: Your Heroic Spirit is one that wants to go the distance, like a shooting star, search the world, face its harms, until reaching a hero's welcome. It can take the following actions:

1 Action

  • Comet Form: You travel at great speed, ramming through every obstacle. Move in a 120ft straight line, ignoring anything that would stop your movement. Creatures within the are must make a dexterity saving throw at disadvantage, taking 7d12 bludgeoning damage on a failed save, half as much on a success. Creatures that occupy an space bigger tha 5ft must make additional saving throws for each 5ft of them you pass through.

1 Bonus action

  • Amaranth Body: You enhance your body until making it almost unpenetrable. For the duration, when your heroic spirit would take damage, it roll a DC 10 constitution ability check, increse the DC by +1 for each rank if it was a jutsu, or +6 for arts. negating the damage and all other effects on a success. You must keep concentrating on this Noble Phantasm as if concentrating on a jutsu, but your concentration cannot be broken against your will. Damage made by Celestials and Sage Creatures is not negated.
  • Runner Comet: you move at beyond the speed of light to reach your destination, choose one point you can see, you teleport to that space.

When the Curtain Rises

Classification: Active
Components: HS, CM
Cost: 6 Chakra
Keywords: Genjutsu, Visual, Tactile
Description: Your heroic spirit is capable to put their enemies under a trance inside their memories, focing them to face their grief, nightmares and secrets. It can take the following actions:

1 Action

  • The Tragedy: One creature within 60ft must make a wisdom saving throw, on a failed save it starts to see one creature from its past, bringing a trauma afloat. The target becomes blinded and gains 3 ranks of charmed against you for the next minute, and will answer any question asked as if talking with an old friend, even secret it would not tell otherwise. An affected creature repeats their save at the end of each of their turns, ending this Noble Phantasm on itself on a success.
  • The History: One creature within 60ft must make an intelligence saving throw, on a failed save it sees the repetition of an event that brings out its grief. It becomes blinded, maddened, and gains 3 ranks of fear for the next minute. An affected creature repeats their save at the end of each of their turns, ending this Noble Phantasm on themselves on a success.
  • The Comedy: One creature within 60ft is assaulted by memories of all its wrongdoings in life, it must make a wisdom saving throw or take 10d12 psychic damage and gain 3 ranks of slowed for the next minute. An affected creature repeats their save at the end of each of its turns, ending this Noble Phantasm on itself on a success.

Lightning Tree of Crucifixion

Requirements: Galvanism
Classification: Relic
Keywords: Ninjutsu
Description: Your heroic spirit carries a weapon that also works as a battery, allowing it to fight far longer than it normally can. This weapon deals lightning damage in addition to its listed damage. While wielding this weapon, your heroic spirit can benefit from Galvanism when a jutsu is cast within 30ft of it (a jutsu that triggers galvanism this way does not do it when dealing damage) and it can take the following actions:

Full Turn Action

  • The Lightning Tree of Crucifixion: Make a melee weapon attack against a creature within your weapon's reach, dealing 8d12 lightning damage on a hit. All creatures of your choice within a 15ft radius must make a constitution saving throw, taking 6d10 damage on a failed save, half as much damage on a success. You can spend your own hit points to increase this Noble Phantasm's damage, dealing one additional damage die for each 5 hit points spend. If you are reduced to 0 hit points, the affected creature becomes stunned on a hit.

1 Action

  • Blasted Tree: Make a melee weapon attack againt a creature within your weapon's reach, dealing 6d10 lightning damage on a hit and giving a rank of shocked. All creatures of your choice within a 15ft radius of the target must make a constitution saving throw, taking 4d10 damage on a failed save, half as much damage on a success. When using the Overload Skill, each spark spend increases this Noble Phantasm's damage by 2 dice.

1 Bonus action

  • Last Spark: You touch one creature other than you within 5ft of you, granting it your energy. For the next minute, increase its weapon's damage by 2d10.

Reaction

  • Lightning Absorb: When you would take force or lightning damage, you become immune to the triggering damage until the start of your next turn, and gain chakra equal to the damage you would have taken, before resistance or immunity but after damage reduction.

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Howl of the Wounded Beast

Classification: Active
Components: CM
Cost: Special
Keywords: Taijutsu
Description: Your heroic spirit is rejuvenated through suffering, becoming stronger when hit. Abilities from this Noble Phantasm that dont cost chakra dont trigger Spirit Container nor are affected by it. Your Heroic Spirit can take the following actions:

1 Action

  • Howl: You spend temporary hit points to create a deafening howl that destroys anything in front of you. All creatures in a 60ft long, 15ft wide line must make a constitution saving throw, taking force damage equal to the temporary hit points spend on a failed save, half as much damage on a success. A creature that dealt damage to you or granted you temporary hit points since your last turn takes double damage.
  • Grow: You may spend 10 temporary hit points to increase your size category 1 size (small>medium>large>huge>gargantuan), increase your hit point maximum by your level and your current hit points by twice your level.

1 Bonus action

  • Fight through pain: You may spend temporary hit points to heal, gaining 2 hit points for each temporary hit point spend.

Reaction

  • Damage Absorb (3 Chakra): Until the end of the current turn, when you would take damage, you instead gain temporary hit points equal to the damage you would have taken. Temporary hit points gained this way last until the end of your next turn.

Golem of Eden

Requirements: Earth Release
Classification: Active
Components: HS, CM, CS
Cost: 9 Chakra
Keywords: Ninjutsu, Earth Release, Fuinjutsu
Description: Your heroic spirit can summon the biggest of all golems, a creature of inmense power that changes the battlefield with each step it takes, creating a garden of paradise. As a full turn action, this Golem is summoned in a space within 30ft of your Heroic Spirit that can hold it. The Golem can be commanded by your heroic spirit and only listen to it (no action required), acting at the end of each of your turns. And uses your Noble Phantasm bonus to hit and save DC for effects that require it.


Golem of Eden

Large Construct


  • Armor Class Your Noble Phantasm DC
  • Damage Reduction 10 (non-psychic)
  • Hit Points 250
  • Speed 60ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 14 (+2) 16 (+3) 12 (+1)

  • Damage Immunities Earth, Fire, Cold
  • Condition Immunities All
  • Senses: Tremorsense 120ft, Passive Perception 20

Critical Defense. Critical hits made against you count as normal hits unless you are already bloodied.

Immutable Form. You are immune to any Jutsu or effect that would alter your form.

Big Bad. You add your proficiency bonus to all your saving throws.

Boots on the ground If the golem start their turn standing on ground, it recovers 4d8 hit points.

Touch Grass Space occupied by the golem becomes difficult terrain, as plants grow and cover the terrain. Poisons within 30ft of the Golem are instantly purified, turning their dice of damage into half as much cold damage and no longer give their conditons and other effects.

Bigger and Badder At the start of each of your turns, increase your size by 1 (large>huge>gargantuan), and the damage of your actions by 2 dice. To a maximum of +6.

Walking Wall Allied creatures occupying the same space as the golem are behind total cover from effects originating outside the golem.

Actions

Punch. Melee weapon attack: (Noble Phantasm attack) to hit, reach 10ft. Hit: 4d10+Str Bludgeoning Damage and 3 ranks of Bruised.

Stomp. All creatures in a 15ft cube originating from you make an Strength saving throw. 4d8+Str bludgeoning damage and becoming dazed on a fail, half as much damage on a success.

Changelog

Command Seal: Apocryphal Edition

Command Seal main file

Heroic Skills

Changed Skills
  • Instinct: Skill check bonus scalates with rank. new S-rank bonus
  • Bravery: Now grant a bonus to melee damage.
New Skills
  • Disengage

Noble Phantasms

Changed Noble Phantasms
  • Sword of Promised Victory now x2 to construct and x4 to structures, to become the REAL anti-fortress.

  • Wheel of Heaven’s Authority: now has dr, added new attack, updated wording to new standards.

Command Seal Addons

Heroic Classes


Ruler

Lost access to nature release, gain fuinjutsu

Heroic Skills

Changed Skills
  • Double Heroic Spirit: reworked into Double Summon
New Skills
  • Aesthetics of the Last Spurt, Affection of the Goddess, Baptism Rite, Demonic Defender of the State, Dragon Slayer, Enchant, Evaporation of Reason, Familiar, Galvanism, Honor of Suffering, Information Erasure, Murder on a Misty Night, Numerology, Overload, Revelation, Saint, Self-Preservation, Unyielding Will, Wail of the Falsely Living, Wisdom of Divine Gift.

Noble Phantasms

Changed Noble Phantasms
  • Crimson holy maiden Now grants a bonus to AC and vs Genjutsu when you are not blowing up.
  • Shield of Faith: reworked, fixed errors, exchanged deffensive stuff for offensive, made it not useless.
  • King's Order: Added new options, based on Astolfo's stuff, aslo picking it again gives 4.
New Noble Phantasms
  • Dawn of Ruin, Blood Armor of the Evil Dragon, Radiant and Brilliant Royal Sword, Armor of Hidden Infidelity, Left Arm - Foundation of Heaven's Blessing, Right Arm - Wickedness Predation, Lord of Execution, The Succession of Blood, Heavenly Single-Shot, Beast of Divine Punishment, Arrogant King's Alcohol, Horned Venom Dragon, Aerial Garden of Vanity, Holy Dismemberment, Misty Metropolis, Enclosed Miniature World, Hero-killing Weapon, Amaranth of the Brave (+Comet Form), When the Curtain Rises, Lightning Tree of Crucifixion, Howl of the Wounded Beast, Golem of Eden
Credits
  • Divine Figure of Kurikara by imaginebreaker#8430 .